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Views

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Abstract

VIEWS stands for ?considering Values, Innovations and Emotions to facilitate Wise Decisions with Stakeholders?. VIEWS is a role-playing activity that aims to help decision-makers better understand the emotions and perspectives of different people in society. The setting for the game is a public assembly in which citizens and stakeholders are debating whether or not to implement several proposed sustainable innovations. There are four variations of the game (see How to Play). The goals of the game are to help decision-makers to understand the value-basis of emotional responses to innovations, to encourage decision-makers to incorporate values and emotions into their design processes, and to facilitate social interaction, discussion and critical reflection.Who should play this game?Anyone who is involved with designing or implementing sustainable innovations, including new technologies or products, as well as new projects that implement existing technologies. Players can be industry professionals (e.g. engineers, product developers, project managers, marketers) and policymakers ? henceforth, ?decision-makers?. Secondary audiences can include business clients, interest groups/NGOs and members of the public, for example, if practitioners play the game with these groups as part of a public engagement strategy.When to play?The earlier in the process of innovation/ project development, the better. The game will likely be most useful at the idea-generation stage for highlighting potential issues to be considered, and can be later played iteratively throughout the process of innovation development and project implementation.http://viewsthegame.com/

Keywords

Rollenspel --- Emotie


Book
Interactive learning
Author:
ISBN: 0749412135 Year: 1994 Publisher: London Page

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Object
Dino Botten (Kleine set)
Author:
ISBN: 5060213760899 Publisher: Guangdong, China Yellow Door

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De set bestaat uit 12 botten in vier verschillende lengtes, variërend van 60 tot 120 mm.https://www.yellow-door.net/


Object
Too close, too far, just right : a game about personal space : role-play your way to a better understanding of personal space
Authors: --- ---
Year: 2011 Publisher: New York Creative Therapy Store

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Many kids, especially those with ADHD, autism, or Asperger's, are unaware of the socially accepted physical boundaries that most of us take for granted. This game helps them learn what?s "too close," "too far," or "just right" in various social situations. Children take turns performing social scenarios described on Role Play Cards, and then the group decides whether their proximity to each other is appropriate for the particular situation. Players learn that standing too close or too far away can make people feel uncomfortable or confused in certain circumstances. Focused and fun, this game is a gentle way to help kids grasp the idea of personal space and thereby improve their relationships. For 4 to 8 players or teams, with a teacher or therapist.https://www.creativetherapystore.com/products/too-close-too-far-just-right


Book
Why Do Games Work? : in search of the active substance
Authors: --- ---
ISBN: 9789013056280 Year: 2008 Publisher: Deventer Kluwer

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Simulatiegames werken. Maar waarom ze werken, was tot nu toe een vrij onontgonnen gebied. De auteurs van "Why Do Games Work?" brachten voor het eerst alle kennis over het hoe en waarom van games samen in één boek. Het is geen boek over computerspelletjes of virtual reality: de games waar het hier om gaat zijn nagespeelde praktijksituaties, abstracte spellen of rollenspellen die gebruikt worden op de werkvloer. En het is bewezen dat deze games werken. De 3 redacteuren hebben professionals en wetenschappers van over de hele wereld gevraagd hun licht te laten schijnen over het succes van deze games. Je krijgt onder meer een overzicht van wat wij op dit moment weten en begrijpen van simulatiegames. De onderwerpen omvatten de theorie, toepassingen en praktijk van games en het boek bevat bijdragen van professionele gamers die hun kennis met u delen. Zo wordt antwoord gegeven op de vraag hoe games ontwikkeld moeten worden en voor welke toepassingsgebieden ze geschikt zijn


Book
The Purple Book of Energisers and Games
Authors: ---
ISBN: 9789463710305 Year: 2018 Publisher: Oud-Turnhout/'s-Hertogenbosch Gompel&Svacina

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In this book you will find fun, crazy, imaginative and inspiring energisers and games, which will enhance your work with groups of teenagers and adults. These activities help create a playful energy which promotes connection, engagement and understanding. Due to the more than forty years of experience both authors have in playing games and integrating them in their workshops, this book contains clear instructions, and helpful topics for reflection for every activity. The authors hope you enjoy the many games and ideas in this book. Let it inspire you and those you work with. Have fun!Bron: https://gompel-svacina.eu/product/the-purple-book-of-energizers-and-games/

Handbook of creative learning exercises
Author:
ISBN: 0872011623 Year: 1973 Publisher: Houston Gulf

Faulkner : masks and metaphors
Author:
ISBN: 0878059989 Year: 1997 Publisher: Jackson University Press of Mississippi

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That Faulkner was a "liar" not just in his writing but also in his life has troubled many critics. With psychopathological imposture-theories they have explained his numerous "false stories," particularly those about military honors he actually never earned and war wounds he never sustained. The drawback of this critical approach is that it reduces and oversimplifies the complex psychological and aesthetic phenomenon of Faulkner's role-playing. Instead, this study by one of the most acclaimed international Faulkner scholars takes its cue from Nietzsche's concept of "truth as a mobile army of metaphors" and from Ricoeur's dynamic view of metaphor and treats the wearing of masks not as an ontological issue but as a matter of discourse. Honnighausen examines Faulkner's interviews and photographs for the fictions they perpetuate. Such Faulknerian role-playing he interprets as "a mode of organizing experience" and relates it to the crafting of the artist's various personae in his works. His conclusion, a comparative view of cultural nationalism and international regionalism in the Thirties, will lead readers to a new understanding of The Hamlet and of Faulkner's self-portrait of the artist as a Mississippi farmer.

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