Results 71 to 80 of about 11,026 (225)

Videogames and logical mathematical ability: the Game-Over project

open access: yesFormare, 2017
Focus of this paper is the possibility to broaden the learning experience by using videogames to promote a “learning by doing” methodology.Purpose of the “Game-Over” project was in fact giving, through designing and implementation of a videogame ...
Liliana D'Angelo
doaj   +1 more source

‘The Time Is out of Joint’: Interactivity and Player Agency in Videogame Adaptations of Hamlet

open access: yesArts, 2020
Although Shakespeare and his plays have been a frequent subject of videogame adaptations in the past, these have often been confined to either theatre-making games (which present the staging of Shakespeare plays using the mechanisms of strategy or ...
Julian Novitz
doaj   +1 more source

Ethnography in TESOL

open access: yesTESOL Quarterly, Volume 60, Issue 2, Page 846-866, June 2026.
Abstract Contemporary research in TESOL spans a range of ethnographic approaches from ethnography of communication and language socialization to narrative inquiry, critical ethnography, autoethnography, and digital ethnography. The foci of ethnographic work have evolved from earlier work focusing on interactional approaches that examined how L2 ...
Peter Sayer
wiley   +1 more source

Um cão na terra devastada: os laços intertextuais de Dogmeat no mundo possível e não natural de Fallout

open access: yesRevista de Estudos Literários da UEMS - REVELL, 2020
As relações de companheirismo entre pessoas e animais são recorrentes na ficção, seja no cinema, seja na literatura. Logo, pensar nesses relacionamentos é debater formas particulares das vivências humanas.
Aline Conceição Job da Silva
doaj  

Characterizing In Vivo Exposure to Alcohol Content in the Media: Media Platform, Engagement, and Associations With Attitudes

open access: yesAlcohol, Clinical and Experimental Research, Volume 50, Issue 6, June 2026.
Media alcohol‐related content (ARC) is prevalent and associated with adolescent drinking. This study collected real‐time data about ARC exposure across multiple digital media sources. Many of the 8792 ARC exposures originated from influencers or the alcohol industry. Most content was believed to promote alcohol use, although engagement with content was
Kristina M. Jackson   +9 more
wiley   +1 more source

Experiences of time loss among videogame players: an empirical study [PDF]

open access: yes, 2007
Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a
Wood, RTA, Parke, A, Griffiths, MD
core  

Multimodality and Expressivity in Videogames [PDF]

open access: yesObservatorio (OBS*), 2019
This article addresses multimodality and expressivity in digital games, from the perspective of audiovisual communication, discussing essential critical dimensions regarding game literacy and experience. An overview on how we make meaning from audiovisual media is presented, to frame the focus on the multimodal cognitive nature of digital games.
openaire   +3 more sources

What Drives Girlfriends' Bedtimes? Experimental Effects of Social Technology Use and the Role of Friendship and Personality

open access: yesJournal of Sleep Research, Volume 35, Issue 3, June 2026.
ABSTRACT Technology use is often implicated in adolescent sleep difficulties, yet experimental evidence confirming its impact on bedtime is critically lacking. This study tested whether online socialising with friends delays bedtime compared to non‐social online media use, while also considering the roles of friendship quality and personality ...
S. V. Bauducco   +2 more
wiley   +1 more source

Spontaneous Strategies Used During Novel Word Learning

open access: yesLanguage Learning, Volume 76, Issue 2, Page 357-390, June 2026.
Abstract This online study examined spontaneous strategies of English‐speaking adults during associative word learning, the relationship of these strategies with learning outcomes and within‐task evolution of strategy use. Participants were to learn to name 14 object–pseudoword pairs across five successive encoding/recall blocks, followed by delayed ...
Matti Laine   +4 more
wiley   +1 more source

Videogame technology in architecture education [PDF]

open access: yes, 2016
Videogame technology is quickly maturing and approaching levels of realism once reserved to 3D rendering applications used in architecture, in real-time and with the capacity to react in real-time to user input.
Valls Dalmau, Francesc   +14 more
core   +1 more source

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