نتایج جستجو برای: entertaining devices
تعداد نتایج: 201496 فیلتر نتایج به سال:
This paper reports on an ongoing study, which determines whether digital storytelling is fun and entertaining. Since the digital storytelling has attracted research attention, children‟s experience with regards to fun and entertaining when interacting with it should be studied, because they are the generation to utilize the technology. Hence, this study is carried out. This paper starts with so...
The central argument of this chapter is that in thinking about the uses of video in educational research, we should break free of educational videos’ roots in instructional films and observational analysis, and add to the goals of documenting and informing the goals of provoking self-reflection, challenging assumptions, creating things of beauty, entertaining, and giving pleasure. When we enter...
Considering students’ increasing lack of interest and motivation for science subjects, it becomes almost imperative to introduce different methodology approaches in classrooms. Besides, decontextualized teaching, where hands on activities are not sufficiently taken into account, can make the students attitude toward science-learning even worse. Inquiry Based Learning elements such as games, toy...
Leisure computing has been traditional associated with interactive entertainment media and game playing, yet despite the penetration of computing into the home, this form of engagement only comprises a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption towards a broader view of leisure ...
This paper describes the 3D-Enter project’s innovative findings. The project is aimed at simplifying the access to web content and at defining an entertaining way to make use of Internet services. This software application implements an interpreter and a graphic engine, which allows the results of a web-based database search to be viewed as a “game-like” 3D graphical representation. It offers a...
We test the effectiveness of an entertainment education TV series, MTV Shuga, aimed at providing information and changing attitudes and behaviors related to HIV/AIDS. Using a simple model we show that “edutainment”can work through an “information”or through a “conformity”channel. We conducted a randomized controlled trial in urban Nigeria where young viewers were exposed to Shuga or to a non-ed...
This paper discusses the high level components of a system; task-focused, user-focused, and experience-focused at length. With the aim to distinguish the experience-focused specifically in terms of entertaining and fun from user-focused and taskfocused, a survey on TV programme preferences was carried out and explained. The survey found that viewers prefer to watch reality programmes more than ...
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