Results 121 to 130 of about 24,936 (309)

Enfants et parents : des pratiques vidéoludiques plurielles pour se rencontrer

open access: yesSciences du Jeu
In therapeutic and educational institutes for children and adolescents with behavioral disorders, we constantly examine their relationship with video games. Our study based on clinical cases explores the role of parents around video games.
Stacie Petruzzellis, Anaïs Jacobs
doaj   +1 more source

The situated professional: Preservice teachers' profiling of globally competent teachers and visions of their ‘possible professional self’

open access: yesBritish Educational Research Journal, EarlyView.
Abstract In response to globalisation, teacher education programmes worldwide are tasked with preparing globally competent teachers (GCTs). Prevailing conceptions of global competence are largely derived from Western‐centric humanistic, neoliberal and transformative narratives, creating a complex landscape for teacher identity formation.
Ji Ying
wiley   +1 more source

Game-based learning in formal educational contexts : how subject matter experts and game experts could collaborate to design and develop games [PDF]

open access: yes
This doctoral research aimed to investigate how subject matter experts (SMEs) and game experts can collaborate to design and develop games for use in formal educational contexts.
Tan, Wee Hoe
core  

Click Before You Pipette: Building Foundational Pipetting Skills and Confidence With an Interactive Prelaboratory Simulation

open access: yesBiochemistry and Molecular Biology Education, EarlyView.
ABSTRACT Correctly setting and reading a manual air displacement micropipette is an essential yet challenging skill for life‐science students. The incorrect delivery of volumes affects both experimental outcomes and data interpretation, potentially reducing student confidence in the laboratory.
Maurizio Costabile, Beth Loveys
wiley   +1 more source

Game Transfer Phenomena in video game playing: a qualitative interview study

open access: yes, 2011
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and ...
Aronsson, K   +3 more
core  

Nudging ESG Investments via Digital Financial Advising: Evidence From an Investment Game Experiment

open access: yesBusiness Strategy and the Environment, EarlyView.
ABSTRACT The influence of financial advisors on retail investors' sustainable investment choices remains surprisingly underexplored, despite their potential to shape investment behavior. This study uses an experimental design to examine how sustainability‐related information provided by a digital (simulated) financial advisor affects individual demand ...
Caterina Lucarelli   +2 more
wiley   +1 more source

Stakeholder Engagement as a Design Principle: Orchestrating a Digital Platform for the Safety and Sustainability of the Nanomaterials Sector

open access: yesBusiness Strategy and the Environment, EarlyView.
ABSTRACT The governance of chemicals and nanomaterials presents a critical challenge, as significant uncertainties regarding safety and sustainability match their innovation potential. This creates a “knowledge‐to‐action” gap, hindering the practical implementation of safety and sustainability by design (SSbD) principles.
Mario Miozza   +4 more
wiley   +1 more source

A comparative study of digital game platforms for educational purposes

open access: yes, 2008
Digital games have gradually been accepted as learning tools in schools and colleges. They can be run or distributed on several platforms including DVD-ROMs or CDROMs for personal computers; consoles for television-based systems; game specific handheld ...
Wong, K.W.   +3 more
core  

Advancing Transformative Learning in Sustainability Management Education: A Systematic Review and Integrative Model

open access: yesBusiness Strategy and the Environment, EarlyView.
ABSTRACT Reversing dominant unsustainable business practices requires a fundamental shift in how business practitioners perceive and enact sustainability. Management education is crucial for preparing prospective business professionals to lead this change, yet traditional curricula often perpetuate unsustainable paradigms.
Justo Alberto Ramírez‐Franco   +2 more
wiley   +1 more source

The Great War and the Use of Video Games as Historical and Educational Resources: A Conversation

open access: yes, 2018
Iro Filippaki and Stefan Aguirre Quiroga exchange their views on the potentiality of video games as historical and educational resources in the study of the First World ...
Aguirre Quiroga, Stefan, Filippaki, Iro
core  

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