Results 51 to 60 of about 3,192 (224)

“You have to unlearn your way of communicating and speak on their patterns”: Special school practitioner perceptions of autistic interests and addressing the ‘double empathy problem’

open access: yesJournal of Research in Special Educational Needs, Volume 26, Issue 3, July 2026.
Abstract Autistic people frequently have strong, compelling interests, a characteristic reflected in diagnostic criteria and framed differently across the literature in terms of its positive or negative impact. From a neurodiversity‐affirming perspective, there is a need to better understand, nurture and support all forms of autistic interests in ...
Joe Brooker, Emma Jenks
wiley   +1 more source

Minecraft in STEAM education – applying game-based learning to renewable energy.

open access: yesInteraction Design and Architecture(s)
One of the essential tasks of teaching STEAM subjects (Science, Technology, Engineering, Arts, Mathematics) is to motivate and engage students.
Tamas Kersanszki   +4 more
doaj   +1 more source

Using obsidian in glass art practice

open access: yesVolcanica, 2022
Glass art practice is indivisible from the material behaviour of glass at a range of working conditions, providing a direct link with the science of glass and melts.
Fabian Ben Wadsworth   +16 more
doaj   +1 more source

Retrieval Practice in the Wild: Comparing Different Multiple‐Choice Question Formats on a Children's TV Gaming Site

open access: yesApplied Cognitive Psychology, Volume 40, Issue 3, May/June 2026.
ABSTRACT Retrieval practice is effective for learning, and is often implemented in digital applications through multiple‐choice questions (MCQs). Stepwise presentation, with answer options appearing after a brief delay, was recently shown to make MCQs more effective.
Cyril Brom   +4 more
wiley   +1 more source

How to Visualize Computational Mechanics: Animating Finite Elements, Continuum Mechanics, and Tensor Calculus

open access: yesComputer Applications in Engineering Education, Volume 34, Issue 3, May 2026.
ABSTRACT Computational mechanics is inherently complex, as the underlying physical processes evolve in three spatial dimensions and time. Thus, intuitive visualizations in traditional lecture notes or on blackboards are challenging. This motivates the use of animation software to illustrate time‐dependent three‐dimensional phenomena, which complement ...
Moritz Flaschel
wiley   +1 more source

Minecraft Java

open access: yes, 2016
Minecraft Java game full game 1.2.
Kaleb Whitaker (819655)
core   +1 more source

Reimagining the “Well” (Digitally) Literate Body: Lessons From Children's Diverse (Digital)‐Literacies‐in‐the‐Body With Videogames at Home

open access: yesReading Research Quarterly, Volume 61, Issue 2, April/May/June 2026.
This graphical abstract provides an overview of the study's context, approach, key findings and implications. This ecoculturally informed study examined children's digital play and well‐being in relation to broader contexts, routines and practices.
Fiona Scott   +5 more
wiley   +1 more source

Digital Picture to Minecraft Mural

open access: yes, 2023
Minecraft is a popular sandbox video game that allows players to create and build in a virtual world made up of blocks. With its open-ended gameplay and vast creative potential, Minecraft has become a platform for various types of digital art and ...
Chen, Branden
core  

Does Minecraft support endangered languages?

open access: yes, 2023
Artykuł ma na celu ukazanie na przykładzie elfdalskiego, w jaki sposób tłumaczenie gry Minecraft może wspierać zachowanie i ożywianie zagrożonych języków regionalnych.
Piekarski, Mateusz
core   +1 more source

Moving In and Out of Reading: Teens Talking About Books, Digital Games, Social Media and Fanfiction

open access: yesJournal of Adolescent &Adult Literacy, Volume 69, Issue 5, March/April 2026.
ABSTRACT This article examines teens' recreational reading activities as they move between books and digital media. It uses the model of connected reading to understand connections between teen reading practices and digital pastimes. Using focus group data, we draw on participants' experiences with books, fan texts, video games, and social media and ...
Amy Schoonens, Michael Dezuanni
wiley   +1 more source

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