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  1. 1 sty 2018 · Abstract and Figures. As part of the educational use of ICT, digital games can be learning tools, motivators and generators of curiosity and as a result an effective means of optimising student...

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  2. This paper outlines the structure and progress of a research project exploring the uses of computer games in English classrooms.

  3. It was concluded that (1) The interactivity-prone computer game was more effective than the less interactivity-prone computer game in EFL vocabulary learning; (2) The computer game-assisted EFL vocabulary learning was significantly more effective than the traditional pencil-and-paper approach; (3) Males outperformed females in computer game-assi...

  4. new research on the nature and qualities of play and games. Although computer-based games first emerged in the early 1960’s (Wolf and Perron 2003), it was the development of video games in the 1980’s that led to increasing interest in the study of p.

  5. Description: vi, 210 p. Computer Games: Text, Narrative and Play - Diane Carr, David . In any case, the fact that computer games have become a major industry means that in many people's lives . with rather strict separations between the game as text and the activity of “reading” or playing the game. ..

  6. 1 gru 2019 · This article provides guidelines on how to make useful game definitions and discusses when that is a worthwhile undertaking. It examines a recent article attempting to define videogames...

  7. 15 lip 2020 · It introduces key concepts and approaches drawn from literary, film, games and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of Role Playing and action adventure games.

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