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11 Uppsatser om Dungeons and Dragons - Sida 1 av 1

Från rollspel till roman : En inblick i den intermediala dialogiken mellan Dungeons & Dragons och The Crystal Shard

The aim of this paper is to elucidate and analyze history teacher's didactic choices in the conflict between unequal educational materials and the requirements of equality in the curriculum of Swedish secondary school. The empirical data consists of interviews with five secondary school history teachers, observations of their lessons as well as analysis of their tests. The starting point was to investigate teachers' didactic work in the role as a bridge between the non-equal historiography presented in textbooks in history and the curriculum?s demands for equality. Three different approaches have been observed in the teachers' didactic work when considering gender perspective into their teaching: that women become extensions in a male-dominated historiography; that another part of the story is presented when a gender perspective is considered; and that the gender perspective is included in history teaching and becomes an integral part of all the content of the subject.Several of the teachers acknowledged that gender equality is less prioritized than the courses core content and related assessment criteria.

Design och utvärdering av stridssystem med fokus på meningsfulla val

Syftet med detta arbete är att designa och utvärdera ett stridssystem för ett rollspel, som skall ha en högre grad av meningsfulla val än de två kommersiella rollspel som utvärderas tillsammans med det egenutvecklade stridssystemet. För att få en högre grad av meningsfulla val så designas stridssystemet efter två teorier: triangulära val och multiple-dice systems. Graden av meningsfulla val utvärderas genom strukturerade intervjuer där respondenterna svara på en enkät.Utvärderingen visade att det egenutvecklade stridssystem inte uppnådde en högre grad av meningsfulla val än de två kommersiella stridssystemen.Rollspelet bör i framtiden modifieras för att korrigera de problem som framkom genom utvärderingen. Utvärderingsmetoden som användes i arbetet kan utvärdera graden av meningsfulla val i alla typer av spel..

Dealing with Dragons - parodi eller travesti på de klassiska sagorna?

Uppsatsen är en närläsning av Patricia C. Wredes bok Dealing with Dragons och undersöker huruvida boken i fråga är en parodi eller travesti på de klassiska sagorna, t.ex. Törnrosa och Askungen. Jag tar också reda på om det går att läsa boken på olika sätt beroende på hur stor förkunskap man har om de gamla sagorna. Gérard Genette har skrivit boken Palimpsestes: La littérature au second degré, och jag har med hjälp av en svensk översättning använt mig av hans teorier om hypotext - hypertext, parodi, travesti och transformation.

Tvärvetenskaplig undersökning av textil Broderiet från Tämta kyrka

There are several objects of age whose provenance and history has disappeared with time. The purpose of this thesis is to find out which analyzing methods that gives results and how the different methods can be combined and /or established in each other. The investigations centers around an embroidery, belonging to Tämta church, with unknown origin, use and age. The embroidery is long and narrow with applications in the form of dragons and eagles on a ground of velvet cloth. The dragons and eagles are covered with metal threads.

Strategiskt samarbete For the Win : En studie om interaktioner i World of Warcraft

Multiplayer online role-playing game (MMORPG) spel har blivit mycket populära. Trots detta finns det begränsad forskning kring spelares interaktion och kommunikation gällande samarbete. Det här arbetet har därför riktat in sig på hur interaktion och kommunikation gällande hur samarbetet fungerar inom MMORPG spelet World of Warcraft.Syftet med detta arbete var att undersöka möjligheter till förbättringar gällande interaktion och kommunikation för samarbete inom MMORPG spel, och inriktar sig i det här fallet speciellt på World of Warcraft.Genom att använda tre vanligt förekommande metoder undersöktes nuvarande interaktionsmöjligheter inom World of Warcraft. Dessa metoder var deltagarobservationer som genomförs i testmiljön World of Warcraft. Enkätundersökning som var av typen webbenkät med både öppna och stängda frågor.

Den skapande gränsen - En analys av sömnmotivet i Daniil Charms prosatexter

The aim of this master thesis is to study the reliefs of a Romanesque tombstone from 1130 AD, with the intention to form a plausible understanding of their meaning. During the course of the investigation, my main focus will be on collecting materials of an iconographical and historiographical nature, as they appear in previous studies. I will also use performative analysis when examining the tombstone. Consequently this thesis can be seen as a survey of history and place; early Christian iconology as well as the experience of the viewer. As a result, the 900-year-old tombstone will not only be seen as a memorial in this text, but also as a performance of one man?s faith and as representing the core message of the early Christian church.The tombstone is a rarity in Swedish art history and well worth a closer examination.

GRAVMONUMENTET I HÄLLSTAD: ETT VISUELLT SKÅDESPEL FRÅN 1100-TALET

The aim of this master thesis is to study the reliefs of a Romanesque tombstone from 1130 AD, with the intention to form a plausible understanding of their meaning. During the course of the investigation, my main focus will be on collecting materials of an iconographical and historiographical nature, as they appear in previous studies. I will also use performative analysis when examining the tombstone. Consequently this thesis can be seen as a survey of history and place; early Christian iconology as well as the experience of the viewer. As a result, the 900-year-old tombstone will not only be seen as a memorial in this text, but also as a performance of one man?s faith and as representing the core message of the early Christian church.The tombstone is a rarity in Swedish art history and well worth a closer examination.

Dealing with Dragons and Standard Carriers

This master thesis concerns itself with the actual work of knowledge workers, consultants to be specific. We have through interviews and observation tried to get inside of the ?black box? of the consultants firm Consult in an effort to describe their way of working through a theoretical framework. In this framework we attempt to combine knowledge work theory with that of organizational development, OD. We try to introduce the situation of the individuals we study, the consultants, through Alvesson (2004) and Løwendahl (2005).

Slumpmässigt genererade nivåer

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

Karaktärsskapandets potential och begränsningar

This project report describes a supplement for character creation in a tabletop role-playing game ?Dragons and Demons." The purpose of this project is to improve the character creation for the players? trough the narrative elements such as character?s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement?s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game.The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation.

Dark Tourism: Underground fenomenet : En studie i att levandegöra dark tourism i Halmstad

I många år har människor jorden runt varit fascinerade av skräck och någonting som gett dem en adrenalinkick eller känsla av sorg. Därför har många spännande sevärdheter uppkommit, som exempelvis London Dungeons och Auschwitz. Detta har blivit en ny trend i turismen och har utvecklats väldigt mycket utomlands; människor vill betala för att se och ta del av elände och misär. Det lockar många olika grupper av åskådare, främst skolgrupper men även enskilda personer som vill veta mer om historian bakom platsen. Detta är även ett stort intresse hos oss (Amera och Elin) och blev därmed ett självklart val när vi bestämde oss för att utföra denna studie.Syftet med föreliggande studie är att belysa förutsättningarna för att utveckla brun turism i Halmstad.