Results 41 to 50 of about 5,842 (174)
Early Literacy Skills in Digital Games
ABSTRACT Early literacy skills, the basis of literacy skills, can be introduced to children through various stimuli and are supported by digital games with the increasing use of technology. This study aims to investigate the games children can download from the Play Store, which has high accessibility and allows them to play offline many times ...
Nergiz Teke, Tuğba Baş
wiley +1 more source
ObjectiveThis research aims to explore the theory and practice of landscape design for campuses of primary and secondary schools in the context of contemporary high-density Chinese cities.
Xiaoyu LIN, Gang YU
doaj +1 more source
Communicating tokenomics and monetary policy: A comparative analysis of real and virtual economies
Abstract This article investigates the economic governance of blockchain‐based virtual economies in the context of monetary policy. Focusing on tokenomics communication, we employ deductive and inductive approaches, applying real‐world monetary policy metrics and text mining frameworks. Our comparative analysis reveals that the tokenomics communication
Kane Falco ter Veer, Timo Heinrich
wiley +1 more source
Videogames in the museum:participation, possibility and play in curating meaningful visitor experiences [PDF]
In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design.
Love, Lynn, White, Gregor
core
Eighteen Months of Meeple Like Us:An Exploration into the State of Board Game Accessibility [PDF]
The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially those ...
AF Newell +22 more
core +3 more sources
Terrain descriptors for landscape synthesis, analysis and simulation
Abstract Synthetic landscape generation is an active research area within Computer Graphics. Algorithms for terrain synthesis and ecosystem simulations often rely on simple descriptors such as slope, light accessibility, and drainage area. Typically, the results are assessed from a perceptual standpoint, focusing primarily on visual plausibility. Other
O. Argudo +3 more
wiley +1 more source
Good luck have fun: The need for video game pedagogy in teacher education
Abstract In education, the shift to emergency remote teaching found teachers working to increase student engagement in the online environment while still relying on face‐to‐face pedagogical approaches in the absence of sufficient Professional Development opportunities (DeCoito & Estaiteyeh, 2022).
Tasha Richardson
wiley +1 more source
ABSTRACT Intergroup contact interventions have been mostly used to foster empathy, promote positive relations, and reduce prejudice and discrimination. However, less is known about the potential of intergroup contact, especially digital, in interventions designed to hinder hate speech and promote counter‐speech.
Carmela Sportelli +4 more
wiley +1 more source
Co-creativity through play and game design thinking [PDF]
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England ...
Arnab, Sylvester +2 more
core +1 more source
In real life: Gaming community engagement in museums
Abstract This article looks at the ways museums can collaborate with the gaming community to better preserve, curate, digitize, and understand video games. Museums have become increasingly drawn to the collection and study of video games. Ideally, the acquisition and preservation of video games would need to be overseen by museum professionals ...
Alysha Connor
wiley +1 more source

