نتایج جستجو برای: dimensional video games on problem
تعداد نتایج: 8987217 فیلتر نتایج به سال:
Introduction: Virtual reality was posed coinciding technology developing, creating user-interfaces, high-speed processing and powerful graphic. Virtual reality technology and video games can participate in providing health care with creating simulated, motivational, interactive and realistic environments. Integrating virtual simulation with video games has been proven in creating motivation and...
abstract the present study tried to investigate the effect of visual aids (films) on the development of the speech act of disagreement among iranian efl intermediate learners. to this end, the researcher selected 40 homogeneous intermediate learners based on their scores on oxford placement test. .the subjects then divided into control group and experimental group. both classes were tested by ...
Despite tremendous popularity of video games, there have been concerns about their detrimental effects on children. The game rating systems were developed to assist parents in monitoring their children’s gaming experiences. This paper explores how parents in Iran, as a society without established media rating systems, control their children’s gaming experiences. Mixed methods of semi-structured...
background: the goals of the present work were to retrieve the scientific articles published on addiction to the internet, video games, and cell phones and to analyze the pattern of publications in this area (who is doing the research, when and where it is taking place, and in which journals it is being published), to determine the research being conducted as well as to document geographical t...
Video games are virtual worlds, each with its own, distinctive spatiality. This paper suggests that there are two interrelated conceptual dimensions to the study of video games. First, there are the representational issues concerning the worlds depicted in video games, such as those portraying hypersexualized women or Orientalist depictions of Arab enemies. We suggest, however, that these cultu...
background: screen time (st), including watching television and playing electronic games are the leading cause of a growing obesity epidemic. this study aimed to evaluate st and its association with physical activity, overweight and socioeconomic status (ses) in children 10 to 12 years of age in sanandaj. methods: this study was designed as a cross-sectional study, which was conducted in sana...
background playing video games in childhood may help achieve advanced laparoscopic skills later in life. the virtual operating room will soon become a reality, as “doctor games 2.0” will doubtlessly begin to incorporate virtual laparoscopic techniques. objectives to teach surgical skills to schoolchildren in order to attract them to urology as a professional choice later in life. materials and ...
In this paper, we propose a research direction that will allow the harnessing of human computation to be included in mainstream video games. Human computing resources are vastly different and superior in some cases compared to traditional computing machines. Previous findings in this domain showed that humans playing FoldIt, a protein folding video game, created new solutions to the problem tha...
vocabulary as a major component of language learning has been the object of numerous studies each of which has its own contribution to the field. finding the best way of learning the words deeply and extensively is the common objective of most of those studies. however, one effective way for achieving this goal is somehow neglected in the field. using a variety of activities such as games can r...
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