Search results for "kerronta"
showing 10 items of 180 documents
Suomenkielinen näkymä tieteisfiktion kenttään
2018
Markku Soikkeli, Tieteiskirjallisuuden käsikirja. Helsinki, Avain 2015, 352 s.
Autobiographical reading
2010
In my book, I have attempted the elaboration of a system for rereading 20th-century Hungarian autobiographies, by way of putting the emphasis on theoretical considerations. (From the “Death of the Author” to the Resurrection of the Author, Stereotypes in Autobiographical Reading) The major analytical aspects of the Autobiographical Reading focuses on the language based means of the representation of the Self. (Language and Subject, Staging the Self, Inter-Replacing Play of Image and Representation, Relationship between the Narrating and the Narrated Autobiographical Self, Memory and Identity) The choice of this subject matter is justified first of all by the fact that the conditions for the…
Perinnetietoisesti perinteitä vastaan
2014
Not One Power, But Two : Dark Grounds and Twilit Paradises in Malick
2023
Opetuskertomukset uskonnonopetuksessa : Oikeilla jäljillä -oppimateriaalin sisällön analyysi
2003
Transnational Heritage in the Making. Strategies for Narrating Cultural Heritage as European in the Intergovernmental Initiative of the European Heri…
2014
The idea of a transnational cultural heritage has become topical in Europe because of the new EU heritage initiatives, such as the European Heritage Label scheme. Even though the scheme is administered at the European level, its implementation is transferred to heritage agents in the countries participating in the initiative. How do the heritage agents narrate the labeled heritage sites as European? Using the method of narrative analysis, this article identifies six key strategies of making sense of a European cultural heritage. Even though the scheme includes certain frameworks in which the heritage agents have to interpret and narrate the sites as European, it enables them to interpret th…
Tulevaisuuden koulun aaltoja – Äidinkieltä ja monitekstitaitoja oppimassa
2012
Viime vuosien mediamaailman muutos tuo haasteita niin oppijoille kuin opettajille. Kommunikaation vallankumouksen myötä kuva on korvannut kirjoituksen ja ruutu kirjan (Kress 2003). Teksteistä on alettu puhua laajassa merkityksessä: kirjoituksen lisäksi luemme ja tulkitsemme päivittäin kuvallisia, äänellisiä, graafisia ja verkkotekstejä. Lapset oppivat ja tottuvat arjessaan käyttämään teknologiaa jo pienestä pitäen. Tämän päivän tekstit ovat paitsi multimodaalisia ja monimediaisia, myös teknologisia. Tässä artikkelissa kerrotaan Oulun yliopiston Future School Research Centerin hankkeista, joiden tavoitteena on tutkia ja kehittää uusia monitekstitaitojen sovelluksia teknologisissa oppimisympä…
Kävijät, kokijat, kokemukset: Museologinen tutkimus Siffin senioriklubista taidemuseon keskiössä
2019
Museums have a diverse selection of professional experts participating in preparation for exhibitions and activities with the public. In museums expectations and experiences concerning the visiting public can vary from extreme openness to very traditional approaches. This research focuses on the Sinebrychoff Museum's Senior Citizen Club and its members. What makes people become involved in museum programmes and become regular visitors is the focal point of the study. When exploring the activities of the visiting public in museums, when seeing a person through operative and practical routines as a `client', a theory of recognition, but also of non-recognition, can be applied. This research c…
”Meilä on kaikila samanlaiset tarinat”. Tornionlaaksolaisuus vanhimman aapualaisen paikallissukupolven arjessa ja tulevaisuudessa
2010
Tarja Tapio lähestyy väitösluennossaan Tornionjokilaaksossa asuvien meänkielisten ikäihmisten kulttuuria, arkea sekä kieli-identiteeettiä. Meänkieli on tutkimukseen osallistuneiden puhuttu äidinkieli ja kielellä on suuri merkitys heidän elämässään. nonPeerReviewed
Reconstructing the Gothic in games and gaming : Gothic monsters and ideology in the story world and player experiences of Fallout 3
2018
This dissertation research investigates the deployment of Gothic elements in digital games and player experiences of Gothic monsters. The Gothic is a rich and popular resource for games that, through representations of monstrosities and injustice, aims to induce in players a pleasurable feeling of discomfort, yet also reflects contemporary anxieties. The dissertation comprises three case studies of which the first two are close readings of the action role-playing game Fallout 3 and the third discourse analysis of transcribed player narration from Let’s Play (LP) gameplay videos. More specifically, the case studies discuss the dual role of Gothic monstrosities as a cause and consequence of t…