Results 131 to 140 of about 1,159,440 (300)
Between public service and market: Portraying the bifront university in a platformized world
Abstract This paper contributes to the international debate on the changes affecting recruitment and orientation processes toward higher education. Based on qualitative research involving 19 Italian public universities, the study analyses the transformations in communication, recruitment and orientation activities within platformization and increasing ...
Marco Pitzalis +2 more
wiley +1 more source
Nowadays, the emergence of digital applications such as online gaming, extended reality (XR), and the Metaverse, causes the increasing demand of copyright data protection.
Bui Vu Minh +6 more
doaj +1 more source
Hotelling¡¯s Location Model in Mixed Duopoly [PDF]
We investigate a mixed duopoly market where a welfare-maximizing public firm competes against a profit-maximizing private firm, using a linear-city location-then-price model with linear transportation costs. We find that, compared with the results in the
Yuanzhu Lu
core
Form flows function: Learner‐centered game Re‐design in a STEM classroom
Abstract Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada.
Farzan Baradaran Rahimi +2 more
wiley +1 more source
Geocaching MOOC’s and the investigation of virtual places [PDF]
Whereigo is a form of Geocaching; a GPS based treasure hunt game that is played throughout the world. Participants find hidden containers, called geocaches, using GPS coordinates and then share their experiences online.
Griffin, Alexander
core
Abstract As England embarks on its first comprehensive curriculum review in fifteen years, this paper offers critical insights from schools that sustained arts‐rich provision despite a policy landscape hostile to creative subjects. Drawing on data from the Researching Arts‐rich Primary Schools (RAPS) project—a mixed‐methods study of 76 arts‐rich ...
Pat Thomson, Christine Hall
wiley +1 more source
Abstract This article examines how national education in Hong Kong functions as a contested arena in which state and non‐state actors struggle over the meaning of citizenship, identity and schooling. Using inductive frame analysis of 319 news articles (2020–2025) from five Chinese‐ and English‐language outlets, it identifies diagnostic, prognostic and ...
Jason Cong Lin
wiley +1 more source
Smartphones with capabilities for wireless Internet and GPS have become increasinglycommon in recent years, and a consequence of this is that pervasivegames have become more interesting from both an academical and a commercialpoint of view. Another area of interest is lifelong learning, which offers amore modern take on education compared to the ...
Bjerkhaug, Sondre Wigmostad +2 more
openaire +1 more source
[in]visible Belfast was an alternate reality game or (ARG) designed and produced by Danielle Barrios-O’Neill and Alan Hook in 2011, with cooperation from the University of Ulster, Queen’s University Belfast, FilmTrip, Ltd., and a variety of local ...
Barrios-O'Neill, Danielle, Hook, Alan
core
The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture [PDF]
The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities
Egnoto, Michael J. +2 more
core +1 more source

