نتایج جستجو برای: digital games

تعداد نتایج: 360314  

2005
Christopher Warnes

Games studies today are characterised by both the novelty of interpreting the unfolding digital revolution, and insecurity about where the discipline stands in terms of other academic fields of inquiry. The ludology/narratology debate exhibits two important features: anxiety about the proximity of the discipline to the games industry, and a formalist bias that dominates the field. Focussing on ...

2013
Klaus P. Jantke Sebastian Spundflasch

Among the manifold of approaches to technology enhanced learning, game based learning is very attractive. In game based learning, the technological systems employed for the purpose of learning are digital games. Stand-alone serious games are rare. Games deployed for learning need to be embedded into suitable contexts. A particular approach promising from certain didactic perspectives and driven...

2007
Michael D. Kickmeier-Rust Neil Peirce Owen Conlan Daniel Schwarz Dominique Verpoorten Dietrich Albert

The intrinsic motivation to play, and therefore to learn, that might be provided by digital educational games teases researchers and developers. However, existing educational games often fail in their attempt to compete with commercial games and to provide successful learning. Often some learning is added to digital games or some gameplay is added to educational applications. Successful educati...

Journal: :Journal of Digital Games Research 2009

2012
Thomas Apperley Christopher Walsh

This article argues that digital games and school-based literacy practices have much more in common than is reported in the research literature. We describe the role digital game paratexts – ancillary print and multimodal texts about digital games – can play in connecting pupils’ gaming literacy practices to ‘traditional’ school-based literacies still needed for academic success. By including t...

Journal: :Social sciences & humanities open 2021

This paper reviews the use of games in geographical teaching, including prior to emergence computer-based (digital) games. The growing popularity ‘serious games’ and ‘edutainment’ is addressed, focusing on their perceived advantages classroom-based teaching. blurring between digital for educational purposes primarily entertainment discussed, reflecting SimCity potential these learning about urb...

2011
Frank Hegel

This short paper presents the conceptual interface design of ‘Ludi’. Ludi enables preschool children at the age of five to create their own digital games. By creating games with Ludi, children do not have to learn sophisticated instructions to create games because Ludi enables kids to create games easily by plug and play.

Journal: :International Journal of Human-Computer Studies 2014

Journal: :JDIM 2006
Szu-Wei Yeh Yih-Chearang Shiue Der-Juinn Horng

On account for the rising of XDSL construction in Taiwan recent years, hundred of thousands people have become interested in digital content. Digital content is a creative industry, accompanied with emergence of rapid changed technologies and innovative business models, the government all over the world would be devoted to promoting the competitive advantage in digital content industries. From ...

2003
Aphra Kerr

In the past twenty-five years, the production of digital games has become a global media industry stretching from Japan, to the UK, France and the US. Despite this growth playing digital games, particularly computer games, is still seen by many as a boy’s pastime and part of boy’s bedroom culture. While these perceptions may serve to exclude, this paper set out to explore the experiences of wom...

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