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Wyszukujesz frazę "game development" wg kryterium: Temat


Tytuł:
Porównanie możliwości bibliotek GTK+ oraz Qt w programowaniu gier
Comparison of GTK+ and Qt libraries in game development
Autorzy:
Drzas, Kamil
Alchimowicz, Dominik
Pańczyk, Maciej
Powiązania:
https://bibliotekanauki.pl/articles/98028.pdf
Data publikacji:
2018
Wydawca:
Politechnika Lubelska. Instytut Informatyki
Tematy:
programowanie gier
gtk+
qt
game development
Opis:
Programowanie gier składa się z wielu elementów. Implementacja podstawowych funkcji takich jak renderowanie obrazu czy obsługa dźwięku wymaga użycia niskopoziomowych bibliotek i dużej wiedzy. Środowiska do tworzenia interfejsów graficznych aplikacji, ze względu na ich funkcjonalność, mogą być atrakcyjnym wyborem w przypadku tworzenia prostych gier. Artykuł przedstawia porównanie dwóch popularnych bibliotek: GTK+ oraz Qt.
Game development consists of many elements. Implementation of basic features such as rendering and sound handling requires usage of low level libraries and deep knowledge. Libraries that help to create user interfaces (UI), because of their functionality, may be an attractive platform for creating basic games. This paper presents the results of comparison of the two popular libraries: GTK+ and Qt.
Źródło:
Journal of Computer Sciences Institute; 2018, 6; 55-58
2544-0764
Pojawia się w:
Journal of Computer Sciences Institute
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Badanie wzorca architektonicznego Entity-component-system zaprojektowanego z wykorzystaniem techniki Data-oriented design
Research of an Entity-component-system architectural pattern designed with using of Data-oriented design technique
Autorzy:
Masiukiewicz, Dawid
Masiukiewicz, Daniel
Smołka, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/98164.pdf
Data publikacji:
2019
Wydawca:
Politechnika Lubelska. Instytut Informatyki
Tematy:
tworzenie gier
DOD
ECS
game development
Opis:
Celem niniejszego artykułu jest prezentacja i przetestowanie architektury Entity-component-system zaprojektowanej w oparciu o dane. Rozwiązanie pozwala usprawnić proces tworzenia aplikacji jednocześnie zwiększając jej wydajność. Do badań przygotowana została aplikacja testowa w oparciu o autorskie rozwiązania. Na łamach artykułu przedstawiono porównanie badanych technik z programowaniem zorientowanym obiektowo.
The purpose of this article is to present and evaluate Entity-component-system architecture designed based on data. The solution allows for improving application development process and increasing its efficiency. A test application was prepared for research using custom solutions. Evaluated techniques was compared with object-oriented programming in the article.
Źródło:
Journal of Computer Sciences Institute; 2019, 13; 349-353
2544-0764
Pojawia się w:
Journal of Computer Sciences Institute
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Good Practices for Indie and Solo Game Developers: A Survey Based on Online Videos
Autorzy:
Ferreira, Andrée Burlamaqui
de Albuquerque, Rafael Marques
Powiązania:
https://bibliotekanauki.pl/articles/2084139.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
game development
good practices
indie community
indie game
solo developers
Opis:
Although the most established model of digital game development is through funding from publishers, there has been a major boost to independent game development, especially after the 2000s. This production context has specific challenges, particularly for lone developers. Some indie developers share their experiences and tips with the community using videos, and these videos illustrate the challenges and mindset around indie development of their time. This article presents a survey of good practices for lone (solo) indie developers compiled from twenty-nine YouTube videos. There are thirteen content creators who shared various tips about tools to use; ways to improve the game design of a product; ways to improve production process management and how to avoid pipeline failures during the development; recommendations on how to handle and how to manage marketing, focusing on fanbase management; advice on how to stay healthy during the process and mindset changes that are required for the development of games. The tips are compiled and a discussion is made on how they outline a dimension of the indie context and mentality of their time, and how they illustrate what are considered good practices among community members.
Źródło:
Acta Ludologica; 2021, 4, 1; 52-71
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gaining New Insights into Professional Knowledge in Digital Game Art by Taking a Design Perspective
Autorzy:
Hawey, Dave
Powiązania:
https://bibliotekanauki.pl/articles/41310260.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
design theory
digital game artists
digital game development ethnography
professional knowledge
Opis:
Although artists contribute a great deal to what digital game players see on the screen, there is a marked absence in the literature of direct studies of artists working in digital game development. We stress the need to understand these artists’ professional knowledge in a rich and contextualized manner, and beyond technical expertise. In this paper, we describe the design process carried out by an experienced technical artist during game preproduction. We report findings gained through ethnography/shadowing at the Montreal-based Red Barrels studio. We refer to pragmatist and constructivist theories of professional design practice to make sense of its reflective, collaborative, situated, and transactional aspects. This paper draws conclusions on three ideas: (1) the benefits of using design theory to examine design-like reflective skills in game art practice; (2) the utility of qualitative methods to construct a thorough, holistic, and contextualized understanding of professional practice, and (3) how a richer, more elaborate understanding of ‘design’ in game development points to a need for further research on the sociocultural aspects of game experience design.
Źródło:
Acta Ludologica; 2023, 6, 1; 66-82
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Game Engine Conventions and Games that Challenge them: Subverting Conventions as Metacommentary
Autorzy:
Fiadotau, Mikhail
Powiązania:
https://bibliotekanauki.pl/articles/682891.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
game engine
game development
hobbyist games
participatory culture
platform studies
creativity
innovation
autoethnography
Opis:
Consumer-grade game engines such as Multimedia Fusion and RPG Maker have dramatically extended the reach of digital games as a medium. They have also spawned online communities, where conventions and canons of using these tools have evolved. These partly stem from the functional constraints of the game engines themselves and are institutionalized through manuals, examples, tutorials, and games made with them. However, some members of game engine communities actively seek to challenge these conventions by experimenting with the engines and finding ingenious ways to put them to unexpected uses. Such experiments can be regarded as a form of metacommentary on the engines’ capabilities and limitations. While arguably impractical and inefficient, they enrich the scope of what can be done with the engine and can contribute to its further development.
Źródło:
Replay. The Polish Journal of Game Studies; 2016, 3, 1; 47-65
2391-8551
2449-8394
Pojawia się w:
Replay. The Polish Journal of Game Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Research on calculation optimization methods used in computer games development
Badanie metod optymalizacji obliczeń stosowanych w tworzeniu gier komputerowych
Autorzy:
Fedotova, Nataliia
Protsenko, Maksim
Baranova, Iryna
Vashchenko, Svitlana
Dehtiarenko, Yaroslava
Powiązania:
https://bibliotekanauki.pl/articles/27315438.pdf
Data publikacji:
2023
Wydawca:
Politechnika Lubelska. Wydawnictwo Politechniki Lubelskiej
Tematy:
UE5
optimization methods
game development
metody optymalizacji
tworzenie gier
Opis:
In the field of computer game development, there are numerous optimization methods that help to significantly reduce the number of calculations that the game system performs while playing the game. In its turn, this allows to display increasingly realistic graphics. The paper presents the performed analysis of general optimization methods used in the game engine Unreal Engine, such as Distance Culling, Occlusion Culling, Frustum Culling, LODs, Level Streaming,and the Nanite System. The main factors such as resource intensity, visual quality, number of objects, and scale have been determined.The research results demonstrate that properly applied optimization methods can improve game performance and reduce the computational loadon the system, which is crucial both functionally and aesthetically.
W dziedzinie tworzenia gier komputerowych istnieje wiele metod optymalizacyjnych, które pozwalają znacznie zredukować liczbę obliczeń, jakie wykonuje system gry podczas renderowania, co z kolei pozwala na wyświetlanie coraz bardziej realistycznej grafiki. W pracy przeprowadzono analizę ogólnych metod optymalizacji stosowanych w silniku gier Unreal Engine, takich jak Distance Culling, Occlusion Culling, Frustum Culling, LODs, Level Streaming oraz Nanite System. Zidentyfikowano główne czynniki, które mają znaczenie: zużycie zasobów, jakość wizualna, liczba obiektówi skalowalność.Wyniki badań pokazują, że prawidłowo zastosowane metody optymalizacji mogą poprawić wydajność gry i zmniejszyć obciążenie systemu obliczeniowego, co jest istotne zarówno pod względem funkcjonalnym, jak i estetycznym.
Źródło:
Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska; 2023, 13, 3; 37--42
2083-0157
2391-6761
Pojawia się w:
Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Empirical insights into traditional and AI-enhanced interactive narratives based on children’s fables
Autorzy:
Świerczyńska-Kaczor, Urszula
Powiązania:
https://bibliotekanauki.pl/articles/31203435.pdf
Data publikacji:
2024
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
art studies
Human-Centered AI
interactive narrative
game development
user experience
Opis:
Aim/purpose – The study delves into the creation and the experience of interactive children’s narratives based on poetry, examining the emerging role of artificial intelligence (AI) as a collaborative partner in storytelling for children. The research questions are: 1) What are the experiences of readers, specifically children’s guardians, with interactive narratives based on children’s poetry?; 2) How do children’s guardians experience interactive stories co-generated in real-time through conversations with artificial intelli-gence?; 3) Is it feasible to create a satisfying narrative for children from a specific set of images through the use of AI technology? Design/methodology/approach –This paper synthesizes findings from the following studies: a) Qualitative analysis of interactive narratives based on Stanisław Jachowicz’s poems, involving a comprehensive online questionnaire survey, with 80 respondents participating in the latest study; b) An evaluative study focused on real-time interactions with AI-generated interactive narratives based on Stanisław Jachowicz’s poems. This involved 12 participants who provided detailed feedback on their experience; c) An autoethnographic study exploring the creative process of generating children’s narratives from a set of images using AI. Findings – The findings from the exploratory studies suggested that interactive narratives based on poetry would be beneficial for education and the promotion of reading. The interactive narrative can be simply designed (simple mechanics, simple options) and nevertheless, it can evoke a positive user experience. The constructs of telepresence and player agency apply not only to the interactive narrative and the poem that serves as its foundation. The evaluation of the interactive narrative generated by ChatGPT was positive, both as real-time interactive storytelling experienced by the reader with AI and as the interactive narrative created based on a set of images. In the process of generating interactive narratives during real-time interactions, ensuring safety, reliability, and trustworthiness for children is a crucial aspect. Research implications/limitations – The research suggests that educational organizations can benefit from introducing interactive narratives based on poetry into children’s curricula. Furthermore, artificial intelligence can be effectively utilized in creating such content, both in the form of traditional interactive narratives presented to children and in real-time interactions with AI. However, it is also important for organizations to develop tools for monitoring children’s safety. Originality/value/contribution – This paper sheds light on the reader’s experience with interactive narratives based on poetry and highlights the transformative impact of AI on reading and writing in children’s literature, emphasizing how significantly the roles of writers and readers have changed with the introduction of AI. The swift evolution of artificial intelligence raises concerns that vital literary participants – including authors, researchers, publishers, and readers – may not grasp the essential skills and knowledge for utilizing AI. This paper can be helpful for these groups as it provides clues on how to produce good prompts, leading to the creation of children’s narratives.
Źródło:
Journal of Economics and Management; 2024, 46; 25-54
1732-1948
Pojawia się w:
Journal of Economics and Management
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Procedural Content Generation in Game Development Process
Autorzy:
Jaśkiewicz, G.
Powiązania:
https://bibliotekanauki.pl/articles/115641.pdf
Data publikacji:
2012
Wydawca:
Fundacja na Rzecz Młodych Naukowców
Tematy:
Procedural content generation
Game development
Video games
Genetic algorithms
Level design
Opis:
This article describes procedural content generation algorithms used by an independent video game developer in a level design process for the logical game Keri Tap. Genetic algorithms were used as the computational core of the level generation routines. The research that was carried out in order to defi ne good algorithm setup has been described. Main idea of this article is to show that PCG [14] methods can be used by small independent video game developers to gain measurable benefits.
Źródło:
Challenges of Modern Technology; 2012, 3, 3; 7-10
2082-2863
2353-4419
Pojawia się w:
Challenges of Modern Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Using Idoma cultural puzzle and number riddle game (odiyonee) in the development of children’s cognitive ability among Idoma-Nigerians: bilingual approach
Autorzy:
Amali, I.O.O.
Powiązania:
https://bibliotekanauki.pl/articles/2011313.pdf
Data publikacji:
2015-12-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
Idoma cultural puzzle
number riddle game and development of children’s cognitive ability
Opis:
Odi Yonee is the Idoma cultural puzzle and number riddle game used as an evening activity to teach children how to count objects or figures. This study seeks to examine its educational approaches and roles in the development of children’s cognitive ability. It uses cultural instructional techniques in an intellectual condition to impact on the knowledge of Idoma pupils. Its objectives are to help modern teachers develop new ideas with the use of interpretation from cultural and environmental data as a source for the teaching and learning process in modern schools. A study like this will guide our present-day curriculum developers and school teachers to adjust their planning and methods of teaching to the mentality of their pupils by making use of the child’s cultural and environmental data.
Źródło:
The New Educational Review; 2015, 42; 200-212
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Encouraging the development of cognitive operations in early school age children by applying the system of didactic games
Autorzy:
Stojanović, Biljana
Milovanović, Radmila
Ćirković-Miladinović, Ivana
Powiązania:
https://bibliotekanauki.pl/articles/2004970.pdf
Data publikacji:
2016-06-30
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
cognitive development
game
geometric concepts
teaching
Opis:
The aim of this research was to examine whether the development of cognitive abilities of students can be encouraged under the influence of didactic games. The research was conducted on a sample of 163 first grade primary school pupils and an experiment with parallel groups was applied. The results obtained have shown that there is a statistically significant difference (r=0.000 < 0.05) between the achievements of the experimental and control groups in recognizing, naming, abstracting, forming and defining geometric shapes. Hence, this proved that the possibility of applying this approach at the beginning of schooling should be considered.
Źródło:
The New Educational Review; 2016, 44; 139-152
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Customer Involvement in the Game Development Process
Autorzy:
Prystupa-Rządca, Kaja
Starostka, Justyna
Powiązania:
https://bibliotekanauki.pl/articles/475087.pdf
Data publikacji:
2015
Wydawca:
Fundacja Upowszechniająca Wiedzę i Naukę Cognitione
Tematy:
user involvement
game industry
new product development
Opis:
The creative industry is a fast developing sector of economy in many countries. Growing competition in this area has led many companies to implement strategy of users' involvement in product development in order to deliver products that are more aligned with customers’ needs. On the other hand, the attempt to align the customers’ expectations with artistic creativity may create tensions. Therefore, the aim of the research is to examine the methods of users’ involvement in product development and real impact of the users on project design. The obtained findings are based on two-year qualitative research project conducted in game development companies.
Źródło:
Journal of Entrepreneurship, Management and Innovation; 2015, 11, 3; 43-66
2299-7075
2299-7326
Pojawia się w:
Journal of Entrepreneurship, Management and Innovation
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Theorising truth and justice in governance: a study on truth commissions
Autorzy:
Idowu, Aluko Opeyemi
Powiązania:
https://bibliotekanauki.pl/articles/2167597.pdf
Data publikacji:
2019-11-26
Wydawca:
Fundacja Instytut Nauki o Polityce
Tematy:
conflict
development
game theory
justice
peace
truth and truth commission
Opis:
Crime is everywhere. Demystifying the truth about the origin of a criminal activity against humanity may be difficult. The dilemma of truth is that half of the truth is no truth, a bit of truth is no truth and almost whole truth is no truth. Therefore, can truth be ever gotten from a matter whose stakeholders do not know the truth or deliberately conceal the truth? Can truth be ascertained when the truth is that there is no truth established in the matter? Then what can be done to get the truth from a matter that has no genesis of truth surrounding it? Therefore, wherever truth is compromised or not known, justice delivery will be hard to come by and in most cases justice delivery can never be ascertained. However, this does not mean that the truth of a matter can never be known and justice delivery can never be ascertained. This quest is what the truth commission seeks to demystify in every truth finding missions across the world. Game theory will be used to analyse the concept of truth in the process of demystifying the herculean task of justice delivery in governance of a political system. Sections will be created to discuss the quests for truth by the truth commissions across the world, theorising truth and justice using a truth searching model and conclusions will be based on the fact that truth brings justice, justice propels peace, and peace drives development in human endeavours.
Źródło:
Polish Journal of Political Science; 2019, 5, 4; 91-115
2391-3991
Pojawia się w:
Polish Journal of Political Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
E-Commerce as a Game Changer for Logistics in a Sustainable Context
Handel elektroniczny jako czynnik zmieniający reguły gry dla logistyki w zrównoważonym kontekście
Autorzy:
Kawa, Arkadiusz
Powiązania:
https://bibliotekanauki.pl/articles/16539569.pdf
Data publikacji:
2023-07-31
Wydawca:
Uniwersytet Warszawski. Wydawnictwo Naukowe Wydziału Zarządzania
Tematy:
e-commerce
sustainable development
game changer
e-handel
zrównoważony rozwój
zmieniacz gry
Opis:
Purpose: The purpose of the study is to identify the areas of e-commerce that can lead to sustainable logistics. Design/methodology/approach: The research methodology includes a theoretical analysis. It is based on various data collection techniques such as document review, direct observation and archival records from secondary sources such as reports, studies, statistics and internet sources. Findings: E-commerce is not yet a game changer for sustainable logistics. However, it seems to be a matter of time, and it will grow in importance and influence. For this reason, companies that want to maintain a competitive edge need to be aware of the changes and the expectations of customers, who are increasingly paying attention to sustainable development. Research limitations/implications: The research is mainly based on secondary sources. Empirical research is needed to confirm the hypotheses. Originality/value: The sustainability of e-commerce is a critical issue that needs to be addressed. Despite the increasing attention paid to sustainable logistics in e-commerce research, the literature available is still in its infancy and requires further development. This paper fills this research gap.
Cel: celem badania jest identyfikacja obszarów e-commerce, które mogą prowadzić do zrównoważonej logistyki. Metodologia: metodologia badania obejmuje analizę teoretyczną. Opiera się na różnych technikach gromadzenia danych, takich jak przegląd dokumentów, bezpośrednia obserwacja i zapisy archiwalne ze źródeł wtórnych, takich jak raporty, badania, statystyki i źródła internetowe. Wyniki: handel elektroniczny nie jest jeszcze przełomem w zrównoważonej logistyce. Wydaje się jednak, że jest to kwestia czasu, a jego znaczenie i wpływ będą rosły. Z tego powodu firmy, które chcą utrzymać przewagę konkurencyjną, muszą być świadome zmian i oczekiwań klientów, którzy coraz częściej zwracają uwagę na zrównoważony rozwój. Ograniczenia/implikacje badawcze: badania bazuje głównie na źródłach wtórnych. Potrzebne jest przeprowadzenie badań empirycznych w celu potwierdzenia hipotez. Oryginalność/wartość: zrównoważony rozwój handlu elektronicznego jest kluczową kwestią, którą należy się zająć. Pomimo coraz większej uwagi poświęcanej zrównoważonej logistyce w badaniach nad handlem elektronicznym, dostępna literatura jest wciąż niewystarczająca i wymaga dalszego rozwoju. Niniejszy artykuł wypełnia tę lukę badawczą.
Źródło:
European Management Studies; 2023, 21, 1; 100-118
2956-7602
Pojawia się w:
European Management Studies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gra planszowa narzędziem wspomagającym wszechstronny rozwój dziecka
Board Games as Tools Supporting the Complex Development of a Child
Autorzy:
Szewczuk, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/478890.pdf
Data publikacji:
2018
Wydawca:
Akademia Ignatianum w Krakowie
Tematy:
gra
gra planszowa
dziecko w wieku wczesnoszkolnym
wszechstronny rozwój dziecka
game
board game
early school child
child’s complex development
Opis:
Dynamiczny rozwój nowoczesnych technologii zaoferował młodemu pokoleniu atrakcyjną formę spędzania czasu wolnego. Z aktywnego i kreatywnego badacza przekształcił uczniów w biernych konsumentów dóbr elektroniki, częściej rezydujących w wirtualnym świecie aniżeli w tym rzeczywistym. Jednym ze sposobów przeciwdziałania zjawisku masowego uzależniania się od komputerów, tabletów czy smartfonów jest propozycja wspólnego zagospodarowania czasu rozgrywkami w gry planszowe. Przedmiotem artykułu uczyniono zatem gry planszowe. Natomiast celem publikacji jest ukazanie znaczenia gier planszowych w stymulowaniu wszechstronnego rozwoju dziecka. Nie można bowiem zakładać, że czas spędzony przy planszy jest bezwartościową rozrywką. Oferta wydawnicza współczesnych gier planszowych jest na tyle obszerna, że dostosowuje się do każdego wieku, możliwości i potrzeb grona zainteresowanych. Przyciąga swoją różnorodnością, bogactwem, tematyką, złożonością, a także estetyką wykonania. Przyczynia się tym samym do poszerzania wiedzy ogólnej, a także specjalistycznej z wielu dziedzin nauki. Gry planszowe kształcą kompetencje społeczne uczniów, wdrażają do odpowiedniego wyrażania emocji – przeżywania nie tylko wygranej czy porażki – ale także całej gamy odczuć im towarzyszących. W pewnym stopniu są również inspiracją do podejmowania aktywności fizycznej.
The dynamic development of modern technology offers to the younger generation an attractive form of leisure. At the same time however, it has transformed active and creative researcher-students into passive consumers of electronic junk food, more often residing in the virtual world than in reality. One way of preventing the phenomenon of mass addiction to computers, tablets, and smartphones, is the proposal to spend our free time together with board games. Thus, board games are the object of this article. The aim of this publication is to show the meaning of board games in stimulating the child’s complex development. One cannot assume that time spent with board games is worthless entertainment. The scope of contemporary board games is so wide that it can be adjusted to every age, possibilities, and needs of the interested group. It is attractive in terms of its diversity, richness, subject matter, complexity, and aesthetic accomplishment. In this way it fosters the broadening of both general knowledge, and the specific one from many scientific areas. Board games form the students’ social competences, motivate the appropriate expression of emotions – experiencing not only winning or failure, but also the whole spectrum of feelings that accompany them. To some extend, they inspire us also to take up a physical activity.
Źródło:
Edukacja Elementarna w Teorii i Praktyce; 2018, 13, 4(50); 144-153
1896-2327
Pojawia się w:
Edukacja Elementarna w Teorii i Praktyce
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Generating Skills and Abilities Among Traditional Peoples in the Western Amazon
Autorzy:
de São Pedro Filho, Flávio
Kowal, Jolanta
da Silva, Izabel Crtistina
Powiązania:
https://bibliotekanauki.pl/articles/44760215.pdf
Data publikacji:
2023-01-06
Wydawca:
Akademia Pedagogiki Specjalnej im. Marii Grzegorzewskiej. Wydawnictwo APS
Tematy:
Administration
Constructivism
Personal development
Imaginary
Cognitive game
Professional pedagogy
Skills
Traditional Peoples
Information Technology for Development (ICT4D)
Opis:
This research is the product of a task related to the training and qualification of tribal people for social innovation and sustainability in the Amazon. It seeks to generate competencies and skills while preserving the culture and tradition of traditional peoples in the scenario of the Western Brazilian Amazon; as an effect, it is expected to construct multiplying talents among the peoples of the Amazon Forest through imaginary games, using also information and communication technology for development (ICT4D), if possible.. This work considers the reference of the Ashaninkas for elaborating sustainability concepts, which help improve the quality of life in the various Amazonian tribes. It is proposed to develop indigenous skills through correlation treatment. It is proposed the creation of a scenario, individual and group inclusion, survey of propositions, and monitoring of the development of these skillsusing ICT4D that should be consistent with the culture and tradition of those involved. As a result, it is concluded that the complexity of technical preparation is an innovation, given that there is no task like this published in the annals of events that deal with traditional peoples. However, the need for this task is entirely conceivable, given the accelerated development that oppresses the indigenous people and reduces their food availability. Worrisome; mining activities without strict supervision have contaminated the region's rivers with mercury, which is dangerous for aquatic life and for the indigenous people who feed on these free lives. It is possible to admit a solution, and the workshop for constructing multiplier talents among tribal societies is one of the solutions. This work is of interest to public managers when creating government policies. It is also of interest to anthropologists, environmentalists, administrators, economists, sociologists, pedagogues, and others committed to this issue addressed here. This is yet another contribution from the academy to the solution in the mister
Źródło:
International Journal of Pedagogy, Innovation and New Technologies; 2022, 9(1); 20-31
2392-0092
Pojawia się w:
International Journal of Pedagogy, Innovation and New Technologies
Dostawca treści:
Biblioteka Nauki
Artykuł

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