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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. In what ways can narrative impact the experience of a learner in a serious game? The research reviewed in this study explores the experiential impact of serious game narratives across four dimensions: immersion, engagement, motivation, and learning gains. That is, technologically mediated experiences should

  3. 15 wrz 2020 · The resulting taxonomy consists of five key dimensions for educational design and teaching strategies within Visual Novels: 1) Teaching Through Choice, 2) Teaching Through Scripted Sequences, 3)...

  4. 1 mar 2024 · With fundamental visual storytelling training and practices in both groups, the high-performance works revealed more creative analogical expressions and related scientific knowledge, while the medium and low-performance works showed limited analogy or partially correct knowledge in STEM.

  5. 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.

  6. 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).

  7. 22 cze 2016 · Research shows that storytelling has the ability to build a greater sense of community, enhance knowledge and memory recall, support early literacy development, and expand creative potential in...