نتایج جستجو برای: enjoyable
تعداد نتایج: 2966 فیلتر نتایج به سال:
Aim: This study aimed to investigate the experience of retirement for retired nursing professors. Design: The descriptive phenomenological qualitative method, developed by Giorgi, was used conduct this study, through lens Continuity Theory and Carper’s Ways Knowing Theory. Methods: Data were collected from four eligible participants in form of written descriptions e-mailed researchers an...
The hypothesis that an enjoyable distraction during exercise will augment the intensity of positive mood post-exercise was tested. A sample of 84 undergraduate students rated their mood and arousal before and after a standardized exercise, which consisted of walking on a treadmill at a pace of 3.6 mph for 10 minutes. During the work out session, participants watched the same television show, wh...
Learning experience at cultural heritage site is highly necessary needed to visitor when visiting cultural heritage sites. However, it is not adequately provided with the existing of traditional media. Augmented Reality is an alternative of the current emerging technologies to be applied at cultural heritage sites to facilitate learning experience. This article presents the design and developme...
What are the differences between experiences that people consider spiritual and experiences that they consider enjoyable? Participants were asked to provide autobiographical narratives of either spiritual or enjoyable experiences, and the two types of narratives were compared. In Study 1 (n= 142), the differences between the narratives was established via judge-based thematic content analysis. ...
This special issue is dedicated to a number of efforts being made by researchers – primarily in Europe – to make learning more effective AND more enjoyable. The basis of this Special Issue lies in a conference organized by two Special Interest Groups (Instructional Design (SIG 6) and Learning and Instruction with Computers (SIG 7)) of the European Association for Research in Learning and Instru...
We developed a biofeedback game in which players can take other physical actions besides simply “relaxing”. We used the skin conductance response for sensing a player’s surge of excitement and penalized players when they did not attack enemies in situations because they were not calm enough to meet the biofeedback threshold. We conducted a subjective experiment to to see whether people found th...
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