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  1. 31 gru 2021 · Now in a fully revised and updated second edition, this innovative and wide-ranging book shows how storytelling can open new worlds for individuals with special educational needs and disabilities.

  2. 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.

  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. 15 cze 2020 · The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact...

  5. 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,...

  6. 1 sty 2024 · The results showed a link between frequent play and involvement in certain game genres, such as action and role-playing games, to the improvement of students' cognitive development.

  7. 21 kwi 2020 · This paper introduces In-Visible Island: Inclusive Storytelling Platform for Visually Impaired Children designed to support interaction between children of varying sensory abilities to participate in shared narrative experience controlled by user’s action.

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