Results 61 to 70 of about 13,388 (225)
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
Understanding Videogames. Simon Egenfeldt-Nielsen, Jonas Heide-Smith, Susana Pajares Tosca. London, Routledge, 2008 293 páginasUnderstanding Videogames. Simon Egenfeldt-Nielsen, Jonas Heide-Smith, Susana Pajares Tosca.
Oliva Rota, Mercè
core +1 more source
Videogames como ferramenta de divulgação científica e cultural
Com aproximadamente 3 bilhões de jogadores em todo o mundo (40% da população mundial), os videogames são uma importante atividade cultural. Diferentemente do aprendizado em um contexto típico de sala de aula, os videogames envolvem os jogadores na ...
Rafael Bisso-Machado
doaj +1 more source
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
Leveraging Students’ Game Culture in Education: Validating the benefits of utilising videogames to inform pedagogy [PDF]
Checkpoint | Brunel University London . September 2023 Research Paper. All images used in this publication are for illustrative purposes only and do not represent the students involved in the study ©monkeybusinessimages, iStock: ©SeventyFour, iStock.A ...
Lebbakhar, A +4 more
core
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
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
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
More‐Than‐Debt: Affective Topologies of Buy‐Now‐Pay‐Later (BNPL) Platforms in Singapore
Short Abstract Buy‐now‐pay‐later (BNPL) platforms reconfigure indebtedness by operating as topological‐affective infrastructures that simultaneously modulate spatial relations and felt intensities. Drawing on diaries and interviews with BNPL users in Singapore, this paper reveals how platform mechanisms generate recursive movements across four ...
Gordon Kuo Siong Tan
wiley +1 more source
Authentic Historical Imagery : a Suggested Approach for Medieval Videogames [PDF]
In recent years, medieval videogames have come under increased academic scrutiny. This includes both videogames set in the historical Middle Ages and those that place themselves in fantastical medieval worlds inspired by Tolkien and Dungeons & Dragons ...
Wolterink, Julian
core

