نتایج جستجو برای: entertainment

تعداد نتایج: 9459  

2007
Kowit Rapeepisarn Kok Wai Wong Chun Che Fung Arnold Depickere

The idea of integrating education and entertainment can be widely observed over the last few decades. Recently, two commonly known terms when referring to combining learning and entertainment are “learn through play” and “edutainment”. The objective of this paper is to present an investigation into the similarities and differences of these two terms. This includes definitions, applications, and...

2005
Niels Ole Bernsen Laila Dybkjær

The H. C. Andersen system revives a famous character and makes it carry out natural interactive conversation for edutainment. We compare results of the structured user interviews from two subsequent user tests of the system.

2005
Margaret Scanlon

This article provides an analysis of the emerging market for ‘edutainment’ media in the UK. It covers three main sectors: print publishing, software and online learning. In each case, it argues that the development of the market is towards concentration of ownership; and that this is reinforced by the influence of contemporary educational policy. This results in a narrowing in the diversity of ...

2014

Recently, ‘play of learning’ becomes important and is emphasized as a useful learning tool. Therefore, interest in edutainment contents is growing. Storytelling is considered first as a method that improves the transmission of information and learner's interest when planning edutainment contents. In this study, we designed edutainment contents in the form of an adventure game that applies the s...

2013
Aida Azadegan Jannicke Baalsrud Hauge Francesco Bellotti Riccardo Berta Rafael Bidarra Casper Harteveld Johann c. k. h. Riedel Ioana A. Stanescu

Serious games (SGs) have been used in the education of students and professionals for decades, but still have not reached their full potential, despite the large consensus they have gained recently. The entertainment game industry is a rapidly developing phenomenon, with a high market potential, enabled and enhanced by technological innovation. The question examined in this paper is: Did seriou...

Journal: :مدیریت ورزشی 0
مهربان پارسامهر دانشگاه یزد الهه حدت دانشگاه یزد

the aim of this research was to study those motivations underlying computer sport games in the youth. this study used a survey and cross – sectional method. the population consisted of 302 students of yazd university. the data were collected by the revised scale of computer sport games. results of the empirical test of the scale distributed among the participants in computer sport games showed ...

2006
Max Mühlhäuser

New technology trends of the ubiquitous computing era foster substantial changes in all application domains. With respect to home entertainment (HE), the most important change is not what new hardand software can provide inside this domain but across hyperdomains to which HE will belong. We emphasize the two most important such hyperdomains, namely smart homes and ambient entertainment. For HE ...

1991
Jo Boyd

Perhaps the phrase "Energy Crisis," first introduced during the 1973 Arab Oil Embargo, is slightly misleading. The sun, for example, provides the world with 400 times more energy than we use each day. The unmined U.S. coal supply is large enough to meet demand in this country for several centuries. Other forms of energy that man expects to better harness in the future such as the sea, wind, bio...

2000
Michael Usrey

1 Michael Usrey, University of Colorado, Lockheed-Martin Engineering Management Program, CB 433, Boulder, CO 80309 [email protected] Abstract  The economic future of the United States depends upon our continued leadership in the development of high technology products and services. Development of such products requires a robust engineering workforce. Unfortunately, current economic, m...

نمودار تعداد نتایج جستجو در هر سال

با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید