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  1. 1 lis 2013 · The current paper describes one such study of game-play study techniques for L2 English vocabulary learning. This study investigated how computer games, using inferencing, can help Chinese college students studying English as a foreign language (EFL) learn new vocabulary.

  2. 12 lip 2018 · Computer games supporting reading acquisition are already present in our primary classrooms, so rather than debate their merit, we take a pragmatic approach: How can we adjust our expectancies and practices to make optimum use of this technology?

  3. This lesson is about computer games. It gives learners a chance to express their opinions about gaming. There are opportunities to personalise the lesson for your learners by giving them the chance to design their own quiz and do a class survey to find out about the gaming habits of the class.

  4. 31 maj 2018 · A class steeped in reading great literature can be easily modeled for the study of video games. For avid gamers, stepping back from game play to examine what makes a game work, gives the player a new appreciation and understanding of a game.

  5. The term can also be used to refer to literary works that are not read in a linear fashion, known as gamebooks, where the reader is instead given choices at different points in the text; these decisions determine the flow and outcome of the story.

  6. 1 lip 2014 · Built on more of a game-based, ludic approach to reading, I argue that content (i.e., different texts and narrative styles) are processed in different ways and not in a traditional linear ...

  7. Electronic literature can take many forms—hypertexts, codeworks, literary games, augmented realities—so much so that many forms of its earliest manifestations have already been lost to history, and there exists an array of future iterations yet to be conceived.

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