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  1. 1 sty 2015 · This chapter proposes that understanding how narrative intertwines with human experience of the lived-in world requires the application of a situated cognition framework, defining recipient-content-context interactions as dynamic and co-determined.

  2. 1 gru 2011 · The resulting DVSL uses an explicit flow representation to help educational game authors (i.e. educators) to design the story-flow of adventure games, while providing specific features for the integration of educational characteristics (e.g. student assessment and content adaptation).

  3. 8 lip 2019 · The purpose of this study is to review the literature on the role narrative can play in the experience of a learner engaging in learning games and to synthesize research on features of story that have demonstrated success in these learning environments.

  4. 7 cze 2024 · We then consider how questions of power, authenticity and representation are visible in three important areas of the field: research with marginalised groups; research that focuses on mediation within the visual reading process; advances in the types of visual texts being used in research.

  5. 19 maj 2023 · Digital educational games could enhance STEM learning such as STEM concepts and problem-solving skills (NRC, 2011). However, some empirical studies suggest that the positive effects of digital educational games seemed to vary by learning outcomes.

  6. 11 kwi 2019 · Education must prepare students to navigate the changing visual landscape. This study, which investigates an undergraduate Visual Narratives course taught in spring 2017 in the United States, focuses on students’ uses of art and design elements.

  7. 24 lut 2015 · Although scholars have assessed storytelling and video games, few in-depth analyses of specific games exist to support their contentions about narrative’s importance in the game medium; therefore, in arguing my thesis, I will utilize scholars’ broad investigations to analyze Kotaro Uchikoshi’s narrative-based . Zero Escape. series.

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