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Artigos de revistas sobre o assunto "Creative Adventure"

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Ivanov, Maksim V. "Model of organization of socio-cultural youth adventure practices". Yaroslavl Pedagogical Bulletin 1, n.º 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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Hewson, Claire. "Roma adventure". Early Years Educator 22, n.º 2 (2 de julho de 2020): S2—S3. http://dx.doi.org/10.12968/eyed.2020.22.2.s2.

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Maier, Veit, e Alexandra Budke. "Developing Geographical Narratives: Pupils Create Digital Text Adventures with Twine". European Journal of Investigation in Health, Psychology and Education 10, n.º 4 (3 de dezembro de 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, e 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, n.º 4 (31 de dezembro de 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 e Sri Nastiti Nugrahani Ekasiwi. "Architecture as Adventure: Concept Design for Creative Spaces". IPTEK Journal of Proceedings Series, n.º 6 (15 de outubro de 2021): 221. http://dx.doi.org/10.12962/j23546026.y2020i6.11097.

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Zafeiroudi, Aglaia, e Charilaos Kouthouris. "Teaching Outdoor Adventure Activities in Preschools: A Review of Creativity and Learning Development". International Journal of Learning and Development 11, n.º 2 (25 de junho de 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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Dalton, Joan. "Sharing the Adventure: Sharing the Responsibility". Gifted Education International 6, n.º 3 (janeiro de 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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Timmreck, Thomas C. "Creative Health Education and the Healthy Stuffed Animal/Muppet Adventure". Journal of Health Education 25, n.º 2 (abril de 1994): 114–15. http://dx.doi.org/10.1080/10556699.1994.10603016.

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Gibeault, Alain. "Mr. A’S Creative Adventure: Reflections on Drives and Psychic Conflict". Psychoanalytic Quarterly 74, n.º 1 (janeiro de 2005): 157–86. http://dx.doi.org/10.1002/j.2167-4086.2005.tb00204.x.

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Lundberg, Karin, e Catherine (Katy) Lyons. "Using Twine to Deliver a Grammar-Linked Creative Writing Assignment in a Hybrid ESL Course". HETS Online Journal 9, n.º 1 (30 de novembro de 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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Teses / dissertações sobre o assunto "Creative Adventure"

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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/.

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During this project seventh grade students and I collaborated to accomplish the goal of building a relationship between the seventh and fifth grades so the younger students could feel safe and welcome at our school. I used a teaching approach based on the elements of adventure and the experiential cycle of learning to help seventh grade students develop leadership skills. Team building activities and a community adventure brought the seventh and fifth graders together. The leadership role of the seventh graders during these events served as the catalyst for building a positive caring relationship between the two grades.
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Molino, Nicolene Chloe. "Dog wars : a Victorian steampunk adventure". Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1001815.

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We're in an alternate universe, circa Dickensian London. Leofric Lieven, a local crime lord, is about to find the past catching up on him. The Romany Carnival has come to town, and a gypsy woman, his former lover and partner in crime, demands from him a favour which will redress his betrayal of years before: he must secure a stolen object and return it to her. But things go horribly wrong when local delivery boy Cards Bennish is kidnapped by Leofric’s competitor before he can deliver the goods that will cover Leofric's debt to the gypsy. In this world, humans can shape shift into animals, entirely or only partially, dog fighting is the favourite pastime for high stakes betting, and power belongs to the highest bidder. The gypsy’s final bet, for the highest stakes yet, will seal the fates of a number of people, for better or worse
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Karlin, Adam. "Undertow". ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2613.

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A short story collection that explores themes of culture, history, race, movement, stagnancy, and freedom. All stories are connected by elements of water, swimming, rivers, or wetlands. All contain characters seeking to escape their circumstances, with varying degrees of success. For some characters, the arc of their development lays in their movement; for others, it lays in their learning to live with a lack of movement.
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Ekeroth, 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.

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In today’s always online, always connected world we consume more digital media than ever before. As part of this development, social media has blurred the line between producer and consumer, giving anyone with an Internet connection the opportunity to reach out to millions of users. While platforms such as Twitter, Facebook and Tumblr allow any- one to be the editor of their own news channel, some forms of expression are still out of reach for the everyday user. One such medium is com- puter games, which have always required—and still do—a high level of programming skill to create. As such, games is a channel that has traditionally been out of reach for the casual content creator. The goal of this thesis is to address this issue by making the cre- ation of text-based adventure game accessible to non-programmers, as part of an initiative from Paradox Interactive. More specifically, Para- dox Interactive had the goal of empowering their writing staff to create adventure games without requiring the assistance of programmers. Through interviews and workshops with writers and other stake- holders at Paradox Interactive a set of requirements were elicited, which were complemented by analyzing the works of Joe Dever, author of the influential Lone Wolf series of gamebooks. From these requirements a series of low-fidelity prototypes were developed, which were tested and iterated upon in collaboration with users of the system. After several iterations on the prototype a final design specification was developed, which was turned into a high-fidelity software prototype. Building upon the high-fidelity prototype, a working adventure game creation software was developed.
I 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.
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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.

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Zalka, 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.

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The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final product of the thesis project. By exploring tabletop role-playing as a form of emergent interactive storytelling, a connection has been created between traditional storytelling and popular culture with the hope of reaching out to new audiences and introducing a stronger interactive element into storytelling in secondary education.
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Migura, 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.

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El objetivo de la presente investigación es el de aproximarse al potencial que el género de hiperficción explorativa Elige tu propia aventura (ETPA), abordado desde la producción, puede tener de cara al desarrollo de la competencia escritora en ELE. Como muestra, se ha tomado a un grupo multicultural y plurilingüe de 18 estudiantes de la Universidad de Estocolmo, con una competencia comunicativa mínima en español de B2 marco. Se ha llevado a cabo un análisis cualitativo-cuantitativo que, de forma correlativa, abarcaba el estudio del proceso de composición, del producto alcanzado y del impacto de la tarea sobre el componente afectivo de los participantes. La investigación asignó al grupo de control, la composición cooperativa de un cuento tradicional a través de una wiki, y al experimental, la de un ETPA; todo ello en base a una hipotética oposición entre un ejercicio compositivo lineal y uno de tipo recursivo, respectivamente. Los resultados parecen sugerir que, efectivamente, la estructura no secuencial de la ficción hipertextual propicia un proceso de composición marcado por la recursividad que repercute en la consecución de un mejor producto, en especial, con relación a las propiedades textuales de adecuación, coherencia y cohesión. En lo afectivo, la composición de un ETPA también parece constituir una actividad que, por su novedad, incide positivamente en la motivación de los aprendientes y en un sentimiento de autoeficiencia generado por la resolución exitosa de la tarea.
The 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.
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Roberts, James. "The ludic mode of Pangamonium: an exegesis on the novel: ' Pangamonium '". Thesis, 2007. http://hdl.handle.net/2440/37899.

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This thesis has two components : a novel and an exegesis. Pangamonium is a comic novel that parodies and satirises adventure romances and travel accounts as well as global imperialisms. Francis, an American journalist who has lived in Australia, travels to a tiny Asian country, Panga, a kingdom that has been taken over by a military dictatorship. There he meets Easter, an African on a quest to find the grave and buried treasure of his pirate ancestor. The odd couple endure a comic odyssey together and ultimately liberate a group of enslaved children from a vibrator factory. The Ludic Mode of Pangamonium is an exegesis of the novel. It explores the ludic mode, which it considers an open play of signification characterised by freedom, reflexivity and subversion, and it explores the work of Nabokov, Calvino and Borges to explicate manifestations of play. Pangamonium is also examined in the light of its mythic hero quest structure and its relationship to the discourses of Orientalism and Neocolonialism.
Thesis (Ph.D.) - School of Humanities, 2007.
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Roberts, James. "The ludic mode of Pangamonium: an exegesis on the novel: ' Pangamonium '". 2007. http://hdl.handle.net/2440/37899.

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This thesis has two components : a novel and an exegesis. Pangamonium is a comic novel that parodies and satirises adventure romances and travel accounts as well as global imperialisms. Francis, an American journalist who has lived in Australia, travels to a tiny Asian country, Panga, a kingdom that has been taken over by a military dictatorship. There he meets Easter, an African on a quest to find the grave and buried treasure of his pirate ancestor. The odd couple endure a comic odyssey together and ultimately liberate a group of enslaved children from a vibrator factory. The Ludic Mode of Pangamonium is an exegesis of the novel. It explores the ludic mode, which it considers an open play of signification characterised by freedom, reflexivity and subversion, and it explores the work of Nabokov, Calvino and Borges to explicate manifestations of play. Pangamonium is also examined in the light of its mythic hero quest structure and its relationship to the discourses of Orientalism and Neocolonialism.
Thesis (Ph.D.) - School of Humanities, 2007.
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CHANG, CHIA-CHEN, e 張家甄. "The Dream Adventure - Digital Illustration Creation". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/zmrmys.

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碩士
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.
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Livros sobre o assunto "Creative Adventure"

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Thomson, Ruth. Adventure stories. Mankato, Minn: Sea-to-Sea Publications, 2013.

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1956-, Torrey Steve, e Yonkers Rod 1954-, eds. Adventure games: Creative outdoor activities for your youth group. Grand Rapids, Mich: Zondervan, 1990.

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Ganeri, Anita. Adventure stories. London: Raintree, 2014.

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Ganeri, Anita. Adventure stories. London: Raintree, 2013.

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Pedersen, Laura. Ava's adventure. Thomaston, Maine: Tilbury House, Publishers, 2014.

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illustrator, Hoda Rubina, ed. Diwali: A cultural adventure. Herndon, VA: Mascot Books, 2013.

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Garnett, Lynne. Finding the great creative you: A seven step adventure. Boulder Creek, CA: Aslan Pub., 1990.

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Lomax, Yve. Writing the image: An adventure with art and theory. London: I.B. Tauris, 2000.

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Brook, Paula. Backyard adventure: How to create outdoor play spaces for kids play. Chester, Conn: Globe Pequot Press, 1990.

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Oleynik, Joshua, e James Hathaway. Adventure: The Creative Collection. CreateSpace Independent Publishing Platform, 2015.

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Capítulos de livros sobre o assunto "Creative Adventure"

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Johnson, Greg. "Adventure Outline". In 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.

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Johnson, Greg. "Mapping Out Your Adventure". In 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.

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Pritchard, Lee, e Colin Wood. "Creative Approaches to Teaching Through Adventure". In Teaching Outdoors Creatively, 124–40. New York : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315630021-10.

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Johnson, Greg. "Turning Your Adventure into a Video Game". In 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.

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Renel, William, e Jessica Thom. "10. Digital Heroes of the Imagination". In Play in a Covid Frame, 215–38. Cambridge, UK: Open Book Publishers, 2023. http://dx.doi.org/10.11647/obp.0326.10.

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Touretteshero is a disabled- and neurodivergent-led company. Our mission is to create an inclusive and socially just world for disabled and non-disabled people through our cultural practice. Covid-19 created significantly increased barriers to meaningful inclusive play opportunities for many disabled young people in the UK. This was evident in the closure of adventure playgrounds and the changing landscape of special educational needs and disability provision and policy in response to the pandemic. Within this context, Touretteshero partnered with the National Youth Theatre to design and deliver Digital Heroes of the Imagination (DHOTI). DHOTI is a radical disabled-led play project combining inclusive practice training for young creatives, distribution of creative resources to learning disabled young people, and hybrid digital-physical play sessions for disabled young people. This chapter reflects on the existing practices of inclusive play and considers how discourses of risk, resilience and the right to play are renewed by new forms of disabled-led play that emerged during the Covid-19 pandemic. In sharing key processes and learning from DHOTI and foregrounding disabled young people’s experiences, the chapter considers the creative and critical implications of the pandemic for inclusive play theory, education and practice.
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Sun, Yuqian, Xuran Ni, Haozhen Feng, Ray LC, Chang Hee Lee e Ali Asadipour. "Bringing Stories to Life in 1001 Nights: A Co-creative Text Adventure Game Using a Story Generation Model". In Interactive Storytelling, 651–72. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-22298-6_42.

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Burke, Katie. "Investigating Creative Arts Practices in Australian Home Education Through Design-Based Research: Entering the Research Maze with the Spirit of Adventure". In Navigating the Education Research Maze, 115–30. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39853-2_7.

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Mchunu, Ntuthuko, e Francois Theron. "Case Study—Amadiba Adventures". In Co-Production and Co-Creation, 281–83. New York, NY : Routledge, 2018.: Routledge, 2018. http://dx.doi.org/10.4324/9781315204956-44.

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Ingram, David. "8½. Halfway Houses towards openCare". In Health Care in the Information Society, 351–94. Cambridge, UK: Open Book Publishers, 2023. http://dx.doi.org/10.11647/obp.0384.04.

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This half chapter introduces missions and movements that have evolved from adventure of ideas, through anarchy of transition, into central components of programmes for reform of health care services, now extending across the world, at scale. It is not a pitch for their adoption or a comparison with other endeavours. It is an eyewitness account of how they came to be, and a perspective that has unfolded alongside of what the future might be created to look like. It is these aspects that seem important to record, so that progress can continue to be made. The principal story told is of a mission to help bring coherence to electronic care records. This is the story of GEHR and openEHR—persisting along a thirty-year stretch of my songline. Its survival and continuity have rested on the enduring commitment of its pioneers and a growing, vibrant, humanly variegated (and sometimes quarrelsome!) community of creative and determined participants. It has had stalwart friends and supporters but, until quite recently, enjoyed almost negligible public funding. It is an iterative and incremental story of implementation that has embraced new perspective, approach and delivery of digital care records. I have described the three top priorities of openEHR as implementation, implementation and implementation. Only by enacting such vision can one learn how to do it. As Robert Oppenheimer wrote in his immediate post-war Reith Lectures, which I referenced in the book’s Introduction, in attempting such a mission we discover who we are. The second story, told in less detail and combining with the profile of its founding pioneer, Bill Aylward, in Chapter Eight, is of OpenEyes. This initiative has evolved and disseminated a state-of-the-art open-source eye care record, now supporting around fifty percent of ophthalmology services in the UK. It has been made possible by a public sector-led collaboration of clinicians, NHS Trusts and companies. Care records are concerned with capturing the ‘Who did what, when, where, how and why?’ in support of the health care of individual citizens. This half chapter seeks to encompass these same attributes. It is a story of the creation of halfway houses that have been instantiated today, along a path creating common ground on which the future care information utility can grow in the coming decades. The mission to imagine, create and sustain this coherent, citizen-centred, well-governed and trusted resource will be central to future health care, as the world turns upside down in transition from Industrial Age to Information Society. If trillion-dollar funding streams had been utilized differently, the kinds of mission described here might have saved the world much money, heartache and lost opportunity. Enacted faithfully and well, positioned at the centre of the care information utility that they can now help to create and sustain, such missions will contribute shared common ground that enables the world of health care to become a more caring, equitable and sustainable place.
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Kellner, Gudrun, Paul Sommeregger e Marcel Berthold. "Towards Guidelines for Educational Adventure Games Creation (EAGC)". In Lecture Notes in Computer Science, 550. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33263-0_66.

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Trabalhos de conferências sobre o assunto "Creative Adventure"

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Phalavandishvili, Nargiz, Natalia Robitashvili e Ekaterine Bakhtadze. "Value Chain Analysis of adventure tourism: a case study of Ajara Autonomous Republic (Georgia)". In 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.

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Ajara Autonomous Republic, both within the country and in the world tourist market, has always been positioned as a maritime tourist destination. However, over recent years diversification of tourist products and appealing new market segments have become one of the main priorities of the tourism development strategy of Ajara Autonomous Republic. As a result, the government is creating an appropriate tourist infrastructure, especially in rural areas to support developing such tourist products as adventure and eco-tourism. Adventure tourism can deliver significant benefits at the local level and it is a developing segment in Ajara. Creating adventure tourism products requires integration of various interdependent services. A tourism value chain is defined as a system that describes the cooperation of private and state sectors in providing resources, which creates costs and adds value through various processes and delivers final products to visitors. The purpose of the research was to determine weak links in the value chain and creating a comprehensive value chain model to form the competitive adventure tourism product. The research involved all actors, which operate in the tourism sector. Based on the results of the survey, in the value chain, the food link turned out to be the weakest, whereas the accommodation with the highest share was distinguished in the visitor spending structure. Overall, the cost of the adventure tour will be affordable for both international and domestic tourists. At this stage, government support and participation are crucial in the formation of adventure tourism infrastructure. Through using the case study and qualitative research methods, we tried to identify challenges to the growth of adventure tourism in Ajara and developed recommendations to overcome these challenges.
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"A New Multiplayer Environment for Creating Adventure Games". In International conference on Intelligent Systems, Data Mining and Information Technology. International Institute of Engineers, 2014. http://dx.doi.org/10.15242/iie.e0414081.

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Sommeregger, Paul, e Gudrun Kellner. "Brief Guidelines for Educational Adventure Games Creation (EAGC)". In 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.

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Guerreiro, Gustavo, Lucas Vargas, Igor Zafriel Schmidt e Ricardo De la Rocha Ladeira. "Two Kingdoms: Relato de Desenvolvimento de um Jogo Utilizando Godot Engine". In Computer on the Beach. São José: Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p571-574.

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This paper aims to explain the game development experience creating ‘Two Kingdoms’ an Action RPG with an 8-way movement, top-down camera, focused on exploration, and a multi-stage adventure while ex-plaining the functionalities of the used engine. The different abilities and knowledge necessary to develop a game and how they were learned will also be included, like coding, math, physics, music, art, and storyline creation. The article addresses game creation experience, such as the choosing process of the engine, the tools used for art and music creation, and the explanation of some functions provided by Go-dot Engine for the development of the game presented priorly.
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Wai Michael Siu, Kin, Kwok Yin Angelina Lo, Yi Lin Wong e Chi Hang Lo. "Playful Public Design by Children". In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002044.

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The design of public space and facilities in a country park aims to serve a wide scope of people with diverse needs and interests. Research on human factors should include users of different ages and capabilities. Children are often a forgotten category of users for collecting views and preferences in public design. Their voices and ideas are seldom heard and heeded. It is crucial to involve children in the design process to optimise outdoor recreational and educational experience in a country park. Playful Public Design by Children is a design research project which involved 1,023 children aged 3 to 18. They were guided to use a human factors (or ergonomics) approach to identify and solve problems in the real-life setting of Shing Mun Country Park in Hong Kong. The design research, spanning from 2019 to 2020, was conceived and co-led by a public design lab of a university and a group of art and design studios for children and teenagers. This paper reports an investigation of children’s perception of, observations on and concerns about the country park and the values underlying these concerns. Different phases engaged children in site research and visual-based design projects. For clarity and more in-depth discussion, this paper focuses specifically on children aged 8 -12. The projects allowed children to participate in observing the inadequacies of current park features such as space and facilities design. Research findings reveal children’s ability to embrace complexity in different design situations as they adopted the role as researcher, designer and change-maker. The common problem-solving strategies among their proposed design ideas reflect their concern for fun, fulfilment, adventure, action and harmony of different users (animals included) in the shared outdoor environment. Their proposed design solutions go beyond existing park design that covers only functional and physical aspects. Children’s perspective addresses other human factors such as psychological, emotional and social needs of different users resulting in an array of whimsical designs, such as zoomorphic gazebos, tree houses and observation towers for star-gazing, bird-watching, daydreaming and quiet reading. The significance of the research project is in the pedagogical practice that reveals children’s inherent creativity, design ability and potential as contributing citizens. The project changes urban children’s perception of nature, design and problem-solving strategies, and parents’ perception of design education in children’s creative development. Through the lens of children, designers can find a more well-rounded view inclusive of different human factors that can optimise users' interaction with the country park environment.
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Waßmann, Ingolf, e Nico Soni. "PYQUIZMAKER - A WEB APP FOR CREATING BEHAVIORISTIC, VIDEO-BASED LEARNING ADVENTURES". In 10th International Conference on Education and New Learning Technologies. IATED, 2018. http://dx.doi.org/10.21125/edulearn.2018.0451.

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Valente, Lu, e António Osório. "What if You Created Your Own Digital Adventurers' Park?" In 2009 Seventh International Conference on Creating, Connecting and Collaborating through Computing (C5). IEEE, 2009. http://dx.doi.org/10.1109/c5.2009.17.

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Wei Huang, Sin, e Wei Chi Chien. "Taking a Romantic Adventure Together: Explore the Design of Virtual Travelling for Couples in Long-Distance Relationships". In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002076.

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This research explores the design possibility to create an online adventure for couples in long-distance relationships. Three missions – intensive eye contact, future planning, and cooperative work – were designed and realized on a virtual space on gather.town. Two couples participated in the user test. The result shows two different practices of couples to solve a joint problem and potential and concerns when designing adventurous experiences to enhance couples’ joint activities.
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Baudoin, Genevieve. "Stone and Steel: Adventures in Detailing". In 108th Annual Meeting Proceedings. ACSA Press, 2020. http://dx.doi.org/10.35483/acsa.am.108.28.

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Design-build within the studio is an opportunity for students to gain felt experience with built materials. While many students can boast experience with basic wood framing, either through Habitat for Humanity, summer jobs, or at home, most do not handle more complex materials such as stone or steel. As architects, we typically approach detailing as a concept learned over time, and through experience. For most architects, however, this occurs through the production of built work – it is the place where we learn the most from our mistakes, and the place where learning takes a great deal longer to absorb. Vittorio Gregotti expands this idea, where “…each architectural work annexes particular alignments that are open to experimental risks; in one sense each constructs not only a language but also a specific technique…. Each project must confront the difficulty of giving unique architectural unity to cultures that differ not only technically but also in their specific objectives and modes of representation.”1 Within the scope of architectural education, how far can we expect a student to go with their knowledge of details? Is it important, and should it be? This paper will explore the strategies, methodologies, and results of a graduate level studio using design-build as a launch platform for an understanding of detailing. The studio was a year-long venture, moving from full scale fabrication studies that culminated in a gallery installation in the fall and progressed into the development of more traditional individual projects in the spring. In the fall, students grappled with stone and steel - the challenges created by their material properties as well as the tools needed. The studio also involved the interaction and relationship with AIA Wichita as well as donated stone and input from US Stone, creating a grounded foundation with practice from which to experiment.
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Lepervanche Valencia, Jose G. "Integration of TED-Ed Lessons and TED and TEDx Talks to Enhance College Classroom Instruction". In Fourth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/head18.2018.8092.

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Florida State College at Jacksonville (FSCJ) obtained a TEDx license to offer educational events and additional learning resources to enhance college classroom instruction. TEDxFSCJ has organized annual conferences and salons with selected faculty, graduates, and students as speakers. This work presents how TEDxFSCJ Talks and other TEDx and TED Talks have been used to create innovative TED Ed Lessons as tools to expand learning beyond course content and textbooks. Innovative learning experiences include video discussions and roundtables, workshops for faculty to learn how to create TED Ed Lessons, workshops and mentoring to TEDxFSCJ speakers to create their own TED Ed Lessons, combined online discussions in different courses using TED Ed platform, interactive TEDxFSCJ Salons, simulcasts, Learning Adventures, and integration of all TED resources in blogs and Learning Management Systems. TEDxFSCJ Learning Adventures have been used in Management courses during academic year to plan and deliver team projects using selected talks related to leadership, social responsibility and Sustainable Development Goals. Results show that new TED Ed Lessons can be created to follow up engagement. Additionally, team projects in other disciplines can be developed using this innovative methodology. TED resources offer global learning opportunities to build engagement.
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Relatórios de organizações sobre o assunto "Creative Adventure"

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Alarcón, Lía, Patricia Alata, Mariana Alegre, Tamara Egger, Rosario Fassina, Analía Hanono, Carolina Huffmann, Lucía Nogales e Carolina Piedrafita. Citizen-Led Urbanism in Latin America: Superbook of civic actions for transforming cities. Inter-American Development Bank, novembro de 2022. http://dx.doi.org/10.18235/0004582.

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This is a publication about citizen-led urbanism processes in Latin America. It follows the recent life of a movement originating from, and driven by and for citizens, who out of a compelling love for their cities, have brought together actors from all fields to co-create new, more inclusive and equitable public space models. By using tools such as innovation, creativity and co-responsible solidarity, citizen-led urbanism has been able to complement the traditional approaches to urban planning and city governance. This publication also invites us to move from the theory and concepts that provide the rationale for citizen-led urbanism to the actual practical experiences which are helping to shape it and consolidate it as a regional movement. It thus takes us on a journey through successful projects developed in different places and contexts of Latin America and looks at the experience of the first urban innovation labs, as a means to consider the paths that may lead to new horizons of an inclusive future, in view of the challenges, both known and yet to be known, of the first half of the 21st century. In less than one decade, with their impressive diversity and vigorous urban activity, members of the citizen-led urbanism movement have brought about changes in the streets, neighborhoods and cities where they live: changes in the way of thinking of authorities and fellow citizens; changes in public policies, which have an impact not only on the urban landscape, but also on how we relate to each other through our relationship with what we call “the urban” and with ecosystems, with our individual needs and with the urgency of organizing ourselves collectively to identify solutions for the common good. This is why this book became a superbook, i.e., an extensive compilation about a fabulous collective adventure, undertaken by thousands of people whose common denominator is creativity and their will to think and do things differently. We hope it may serve as an inspiration to its readers so that they, too, may take a leading role in this story.
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Playing 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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Smart specialization strategies (RIS3) represent arguably the most ambitious regional innovation policy ever launched in the EU and as such have posed a major challenge for governments. While developing a smart specialization strategy has not been an entirely new adventure for the Basque Country, which has consistently pursued an industrial strategy over more than thirty years, there is enough novelty in the RIS3 process to pose a challenge even for mature regional innovation policy systems. This report builds on previous analysis of the early implementation of the Basque Country RIS3 (Aranguren et al, 2016) to explore how the processes initially set in motion have subsequently evolved. The focus is on the period 2016-2019 and the analysis is based on interviews with 28 key actors in the Basque RIS3 process alongside a range of other documentary sources. The analysis finds significant changes in the governance of the entrepreneurial discovery processes established in the three strategic priority areas (advanced manufacturing, energy and bio-health) and four opportunity niches (ecosystems, food, urban habitat and creative and cultural industries). These are materializing in changes in the actors engaged and the strategies pursued, and they lead to six core conclusions that might form the basis for recommendations for the future. In line with a ‘living strategy’, a new configuration of priorities is emerging There is an increasing horizontalization taking place, built on cross-cutting concern for internationalization, skills, new business models and entrepreneurship Engaging SMEs remains a huge challenge, and Basque experience points to key roles for cluster associations, local development agencies and vocational training centres The integration of social challenges (and civil society) remains a key challenge, and might take inspiration from Agenda 2030 and from transformative innovation policy or mission-oriented policy approaches There is a specific need for larger, more integrated projects, which will require further adaption of the implementation and policy mix There is need to work on the voice of regions within EU decision-making dynamics and to strengthen coordination across regional initiatives The evolution of the entrepreneurial discovery process observed in the Basque Country sheds light on some of the key issues with the ongoing development of RIS3 across Europe. These include the nature of their experimentalist polity, the further reform of regional research and innovation systems, the rising status of monitoring and evaluation as a strategic diagnostic tool, and the need to re-enforce synergies between EU policy instruments and across EU regions.
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