Results 31 to 40 of about 705,935 (306)
The purpose of this study is to examine how pre-service teachers’ training influences the integration of digital games into teaching. In a quantitative and qualitative study, pre-service teachers’ perceptions of their techno-pedagogical knowledge were ...
Liat Eyal, Eyal Rabin, Tamar Meirovitz
doaj +1 more source
LightCross: A Lightweight Smart Contract Vulnerability Detection Tool
Blockchain and smart contracts have transformed industries by automating complex processes and transactions. However, this innovation has introduced significant security concerns, potentially leading to loss of financial assets and data integrity.
Ioannis Sfyrakis +3 more
doaj +1 more source
The current study focuses on the key roles that affect the success of a flipped classroom. The research was conducted with a questionnaire survey created from a study of literature review.
Yung-hsun Cheng, Chia-wen Weng
doaj +1 more source
Enhancing classroom management through parental involvement by using social networking apps
The purpose of this study is to explore the classroom management effectiveness enhancement by using social networking apps through electronic devices such as smartphones, tablet computers, and personal computers, as well as the role of parental ...
Yung-hsun Cheng, Yu-chi Chen
doaj +1 more source
DIGITAL GAME AS A NEW MEDIA AND USE OF DIGITAL GAME IN EDUCATION
Transfer of information is trying to stay alive with the language but it is also supported and developed by the discovery of calligraphy. The development of technology in writing, keep records of information systematically. The discovery of electricity was opened in front of the electromagnetic discoveries and sharing of knowledge gained momentum over ...
openaire +6 more sources
Un essai de typologie à l’appui de l’utilisation des jeux par les aînés
The use of digital or non-digital games as a communication medium was examined among 317 Quebec seniors over the age of 55. In order to better understand the habits of digital or non-digital games, the creation of a typology was essential to classify the
Louise Sauvé +3 more
doaj +1 more source
GameVibe: a multimodal affective game corpus
As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities.
Matthew Barthet +5 more
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Gender Differences and Digital Learning Games – One Size Does not fit all [PDF]
The intrinsic motivation demonstrated towards digital games provides the opportunity for its use as a learning tool irrespective of gender differences. This has resulted in the combination of the motivation of games with curricular content referred to as
Bacon, Liz +2 more
core
Video game preservation in the UK: a survey of records management practices [PDF]
Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through ...
Bachell, Alasdair, Barr, Matthew
core +3 more sources
Why human connection is the true metric of research success
Human‐centred mentorship can be shaped by mentor attributes, actions, intrinsic drive and career ambition. Drawing on reflections across Singapore and France, as well as workshop insights from FEBS‐IUBMB ENABLE 2024, this article shows that human‐centred mentorship creates the conditions for sustainable growth, well‐being and retention in research ...
Timothy Lin Yun Tan +3 more
wiley +1 more source

