Current Search: Role-playing (x)
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- Title
- Role Play and Social Stories: An Intervention for Increasing Verbal Initiations in children with Autism.
- Creator
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Dinon, Andrea, Culp, Rex, Pearl, Cynthia, Levin, Judith, University of Central Florida
- Abstract / Description
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The effect of a treatment package consisting of social stories and role play on the verbal initiation of one 4-year old girl with autism was examined. Using a multiple baseline across activities treatment design, the investigator measured the number of verbal initiations during 10-minute sessions while the participant engaged in one of three activities, board games, pretend play, or constructive play. Baseline data, baseline probes and treatment data were collect for the three activities. The...
Show moreThe effect of a treatment package consisting of social stories and role play on the verbal initiation of one 4-year old girl with autism was examined. Using a multiple baseline across activities treatment design, the investigator measured the number of verbal initiations during 10-minute sessions while the participant engaged in one of three activities, board games, pretend play, or constructive play. Baseline data, baseline probes and treatment data were collect for the three activities. The results indicate that the treatment package was effective in increasing the participant's verbal initiations across all three activities.
Show less - Date Issued
- 2013
- Identifier
- CFE0005093, ucf:50726
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005093
- Title
- THE ROLE RELIGION PLAYS IN ATTITUDES TOWARD EUTHANASIA.
- Creator
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Chowdhury, Rezawana, Smither, Janan, University of Central Florida
- Abstract / Description
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This research investigated the role religion plays in how individuals view euthanasia and physician-assisted suicide. One hundred participants from each of the three major monotheistic world religions were given a seven-question survey. The seven questions consisted of statements regarding the knowledge of their own religion, how the participants feel about terminally ill patients and those who have lost vital functions, and also whether or not they believe euthanasia is morally just. It was...
Show moreThis research investigated the role religion plays in how individuals view euthanasia and physician-assisted suicide. One hundred participants from each of the three major monotheistic world religions were given a seven-question survey. The seven questions consisted of statements regarding the knowledge of their own religion, how the participants feel about terminally ill patients and those who have lost vital functions, and also whether or not they believe euthanasia is morally just. It was predicted that the participants who belong to Judaism and Islam viewed euthanasia as morally just and participants who belong to the Christianity viewed euthanasia as morally incorrect.
Show less - Date Issued
- 2012
- Identifier
- CFH0004254, ucf:44959
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004254
- Title
- Avatar and Self: A Rhetoric of Identity Mediated Through Collaborative Role-Play.
- Creator
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Andrews, Pamela, Pigg, Stacey, McDaniel, Thomas, Bowdon, Melody, University of Central Florida
- Abstract / Description
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This project responds to a problem in scholarship describing the relationship between virtual avatars and their physical users. In Life on the Screen, Sherry Turkle identifies points of slippage wherein the persona of the avatar becomes conflated with the user's sense of self to create an authentic self predicated on both real and virtual experiences (Turkle 184-5). Although the conflation of the authentic self with the virtual has provided various affordances for serious games or other...
Show moreThis project responds to a problem in scholarship describing the relationship between virtual avatars and their physical users. In Life on the Screen, Sherry Turkle identifies points of slippage wherein the persona of the avatar becomes conflated with the user's sense of self to create an authentic self predicated on both real and virtual experiences (Turkle 184-5). Although the conflation of the authentic self with the virtual has provided various affordances for serious games or other pedagogical projects such as classrooms hosted through the game Second Life, the processes enabling identification with an avatar have been largely overlooked. This project examines several layers of influence that affect how users play with identity to create successful social performances within an online community connected to a work of fiction. In doing so, the user must consider his or her own motivations for creating a persona, how these motivations will allow the avatar to achieve social acceptance, and how these social performances connect to the scene created by the work of fiction. Using an online role-playing forum based on a work of fiction as a site of analysis, this project will borrow from game studies, dramatism, and identity theory to create a framework for discussing processes through which users identify with their virtual avatars.
Show less - Date Issued
- 2013
- Identifier
- CFE0004807, ucf:49735
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004807
- Title
- DESIGNING AN EXPERIENTIAL WEB-BASED LEARNING MODEL TO DELIVER THE ACQUISITION AND APPLICATION OF KNOWLEDGE TO HOSPITALITY EVENT MANAGEMENT STUDENTS USING ROLE-PLAY SIMULATIONS.
- Creator
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Hogg, James, Gunter, Glenda, University of Central Florida
- Abstract / Description
-
ABSTRACT Most hospitality institutions have increasingly moved classes online but are concerned about migrating classes and instructional content online. The concern is most Web-based models are designed to deliver the acquisition of knowledge but lack the ability to transform that knowledge into applied career skills for practical use in the industry. The purpose of this study was to test a new Web-based instructional model. The model supported delivering both the acquisition and application...
Show moreABSTRACT Most hospitality institutions have increasingly moved classes online but are concerned about migrating classes and instructional content online. The concern is most Web-based models are designed to deliver the acquisition of knowledge but lack the ability to transform that knowledge into applied career skills for practical use in the industry. The purpose of this study was to test a new Web-based instructional model. The model supported delivering both the acquisition and application of knowledge. Educators, researchers, and practitioners can utilize the new model to enhance the application of career skills and enhance organizational objectives by providing just-in-time training. The new Web-based instructional model can be delivered through multiple platforms including computers, electronic devices, wireless devices and mobile devices. The application of knowledge was delivered through experiential role-play exercises delivered live to the comparison group and virtual, inside Second Life, to the treatment group. An Analysis of Co-Variance (ANCOVA) revealed a significant difference between groups with higher application scores for the students who received the role-play live compared to virtual. In addition, an analysis was conducted to explore factors to consider when examining the cost effectiveness of Web-based instructional content. Factors determined to be important were developmental costs, delivery costs, and reusability of the Web-based instruction.
Show less - Date Issued
- 2010
- Identifier
- CFE0003044, ucf:48341
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003044