Results 91 to 100 of about 705,935 (306)
Domesticating Digital Game-based Learning
This paper analyses the use of digital game-based learning in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience this practice.
Helga Dís Ísfold Sigurðardóttir
doaj +1 more source
Level up learning: a national survey on teaching with digital games [PDF]
Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom?
Lori Takeuchi, Sarah Vaala
core
Gen X and Digital Games: Looking back to look forward [PDF]
Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers – Generation X gamers.
Brown, Julie A., Marston, Hannah R.
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Here, we present a textile, wearable capacitive interface enabling multidirectional remote control by dynamically modulating electrode overlap and spacing via a freely gliding upper electrode. A forearm‐mounted prototype drives robotic and media tasks with 12–15 ms latency, maintains < 0.8% drift after 500 cycles, and remains stably functional at 90 ...
Cagatay Gumus +8 more
wiley +1 more source
Time for play – An exploratory analysis of the changing consumption contexts of digital games [PDF]
This study posits that Internet technologies are relaxing the coupling constraints required for the consumption of digital games, resulting in entirely different modes of consumption than has been the norm for the past thirty years.
Deal, David
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An Investigation Of Digital Games Features That Appeal To Young Females And Males [PDF]
This research is part of an attempt to address the well-known problem of female underrepresentation in computer science education and industry. This problem starts between ages 11 to 14 and gets progressively worse in what is often referred to as the ...
Bacon, Liz +3 more
core
A flexible, skin‐integrated electromagnetic actuator is developed for wearable virtual/augmented reality (VR/AR) haptic systems. A tunable design model enables control over displacement and resonance frequency. The system is validated through a custom VR application with a 6 × 4 actuator array, demonstrating real‐time, spatially targeted tactile ...
Naji Tarabay +9 more
wiley +1 more source
Where are all the climate change games? Locating digital games' response to climate change [PDF]
The burgeoning genre of climate fiction, or ‘cli-fi’, in literature and the arts has begun to attract both scholarly and popular attention. It hasbeen described as ‘potentially [having] crucial contributions to make toward full understanding of the ...
Abraham, Benjamin, Jayemanne, Darshana
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This work presents the MicroRoboScope, a highly integrated, compact, and portable microrobotic experimentation platform combining electromagnetic and acoustic actuation with real‐time visual feedback into a single, end‐to‐end device. The system enables closed‐loop control and tracking algorithm experimentation within an accessible and unified hardware ...
Max Sokolich +4 more
wiley +1 more source
‘Race the Wild’: Encountering Non-human Life Through the Gamification of Wildlife Movement
Digital technologies are becoming increasingly important in human engagements with the natural world. It has been suggested that digital games could contribute to the work of biodiversity conservation organisations, mediating human understanding of, and ...
Chris Sandbrook +2 more
doaj +1 more source

