Results 41 to 50 of about 183,926 (357)
Abstract According to Nietzsche, “In every real [adult], a child is hidden that wants to play.” In everyday life, playfulness and competition can make routine or dull tasks more engaging and can offer educators opportunities to engage a learner in a more entertaining or interactive manner.
Judi Laprade
wiley +1 more source
Objective. The objective of this article has been to prove the findings about the lack of superhero comic books in an academic library in Puerto Rico, as in to demostrate its academic value of this bibliographical resource, and the possibility of ...
Manuel Martínez Nazario
doaj +1 more source
Promoting engagement in embryology through gamified student‐developed small group sessions
Abstract Learning embryology is often challenging for students as it requires conceptualizing morphological changes to embryologic structures across time. To further complicate the process, while some structures transition to permanent structures, others disappear or degenerate.
Jessica N. Byram +2 more
wiley +1 more source
Comics and human rights: a change is gonna come. Women in the superhero genre [PDF]
Sam LeBas is a comic book editor and journalist from Louisiana. She works with the independent publisher ComixTribe, editing comic books, as well as helping aspiring creators learn about the process of making and publishing comics. In addition to writing
Brooker, Will, LeBas, Sam
core
GLBTQ content in comics/graphic novels for teens [PDF]
Purpose – This paper aims to provide an historical perspective and current guidance for youth librarians collecting graphic novels for teens. Design/methodology/approach – The paper provides a brief review of the historical issues involved with ...
Greyson, Devon
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Abstract Serious games are emerging as innovative tools in medical education, yet their adoption in anatomy teaching remains limited due to educator hesitancy, institutional constraints, and design challenges. This qualitative study explores the perspectives of anatomy educators on digital serious games and proposes a framework for their implementation.
Arthur Chin Haeng Lau, James Pickering
wiley +1 more source
Creating E-Comic to Motivate Students to Learning Mandarin
The research explored whether digital comic books were a new learning method that could increase learning motivation in learning Mandarin. Illustrated learning media made it easier for students to understand learning material.
Yi Ying +4 more
doaj +1 more source
Catwoman fue una de las villanas más populares de la Edad de Oro del cómic estadounidense, algo poco común en una industria donde la mayoría de los personajes populares eran héroes y hombres. Este artículo se plantea cuál fue el mensaje de las aventuras
José Joaquín Rodríguez Moreno
doaj +1 more source
Colonialist Heroes and Monstrous Others: Stereotype and Narrative Form in British Adventure Comic Books [PDF]
‘My basic point [is] that stories are at the heart of what explorers and novelists say about strange regions of the world…’(Edward Said, Culture and Imperialism, 1993).
Horton, Ian
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STUDENTS’ UNDERSTANDING OF SEMIOTICS IN HUMOR TIMES MAGAZINE AND COMIC PEANUTS: THE ACCIDENTAL CANDIDATE [PDF]
: Comic is one of the books that consists of sequence pictures and text on the same page making it different from other books. It has visual language and metaphor that creates narrative stories through the drawings that appear in it. Visual language and
Wulandari, Basmala +2 more
core +1 more source

