Literatura científica selecionada sobre o tema "Creative Adventure"
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Artigos de revistas sobre o assunto "Creative Adventure"
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.
Texto completo da fonteHewson, 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.
Texto completo da fonteMaier, 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.
Texto completo da fonteCho, 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.
Texto completo da fonteHaywood, 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.
Texto completo da fonteZafeiroudi, 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.
Texto completo da fonteDalton, 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.
Texto completo da fonteTimmreck, 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.
Texto completo da fonteGibeault, 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.
Texto completo da fonteLundberg, 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.
Texto completo da fonteTeses / dissertações sobre o assunto "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/.
Texto completo da fonteMolino, Nicolene Chloe. "Dog wars : a Victorian steampunk adventure". Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1001815.
Texto completo da fonteKarlin, Adam. "Undertow". ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2613.
Texto completo da fonteEkeroth, 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.
Texto completo da fonteI 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.
Texto completo da fonteZalka, 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.
Texto completo da fonteMigura, 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.
Texto completo da fonteThe 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.
Texto completo da fonteThesis (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.
Texto completo da fonteThesis (Ph.D.) - School of Humanities, 2007.
CHANG, CHIA-CHEN, e 張家甄. "The Dream Adventure - Digital Illustration Creation". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/zmrmys.
Texto completo da fonte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.
Livros sobre o assunto "Creative Adventure"
Thomson, Ruth. Adventure stories. Mankato, Minn: Sea-to-Sea Publications, 2013.
Encontre o texto completo da fonte1956-, Torrey Steve, e Yonkers Rod 1954-, eds. Adventure games: Creative outdoor activities for your youth group. Grand Rapids, Mich: Zondervan, 1990.
Encontre o texto completo da fonteGaneri, Anita. Adventure stories. London: Raintree, 2014.
Encontre o texto completo da fonteGaneri, Anita. Adventure stories. London: Raintree, 2013.
Encontre o texto completo da fontePedersen, Laura. Ava's adventure. Thomaston, Maine: Tilbury House, Publishers, 2014.
Encontre o texto completo da fonteillustrator, Hoda Rubina, ed. Diwali: A cultural adventure. Herndon, VA: Mascot Books, 2013.
Encontre o texto completo da fonteGarnett, Lynne. Finding the great creative you: A seven step adventure. Boulder Creek, CA: Aslan Pub., 1990.
Encontre o texto completo da fonteLomax, Yve. Writing the image: An adventure with art and theory. London: I.B. Tauris, 2000.
Encontre o texto completo da fonteBrook, Paula. Backyard adventure: How to create outdoor play spaces for kids play. Chester, Conn: Globe Pequot Press, 1990.
Encontre o texto completo da fonteOleynik, Joshua, e James Hathaway. Adventure: The Creative Collection. CreateSpace Independent Publishing Platform, 2015.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Creative Adventure"
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.
Texto completo da fonteJohnson, 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.
Texto completo da fontePritchard, 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.
Texto completo da fonteJohnson, 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.
Texto completo da fonteRenel, 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.
Texto completo da fonteSun, 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.
Texto completo da fonteBurke, 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.
Texto completo da fonteMchunu, 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.
Texto completo da fonteIngram, 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.
Texto completo da fonteKellner, 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.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Creative Adventure"
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.
Texto completo da fonte"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.
Texto completo da fonteSommeregger, 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.
Texto completo da fonteGuerreiro, 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.
Texto completo da fonteWai 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.
Texto completo da fonteWaßmann, 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.
Texto completo da fonteValente, 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.
Texto completo da fonteWei 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.
Texto completo da fonteBaudoin, 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.
Texto completo da fonteLepervanche 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.
Texto completo da fonteRelatórios de organizações sobre o assunto "Creative Adventure"
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.
Texto completo da fontePlaying the long game: Experimenting Smart Specialisation in the Basque Country 2016-2019. Universidad de Deusto, 2019. http://dx.doi.org/10.18543/ajzo9759.
Texto completo da fonte