Results 71 to 80 of about 11,026 (225)
Videogames and logical mathematical ability: the Game-Over project
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
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
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
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
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]
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]
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
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
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]
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

