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Alternate Reality Games (ARGs) are a new genre of transmedia practice where players collaboratively hunt for clues, make sense of disparate information, and solve puzzles to advance an ever-changing narrative that is woven into the fabric of the real world. This paper highlights the potential for ARGs to promote 21 Century literacy skills. We propose a meta-level framework for 21 century litera...
Gamication—the use of game mechanics in conventionally nongame activities— has received attention in the eld of education. Games, however, are not reducible to the common mechanisms of gamication that target extrinsic motivation, and may also include elements such as role playing, world making, and collective storytelling. Here, the authors discuss the potential learning benets of largescal...
Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong storytelling, and active on-site participation by ...
Alternate reality games (ARGs) are a new genre of transmedia practice in which players collaboratively hunt for clues, make sense of disparate information, and solve puzzles to advance an ever-changing narrative that is woven into the fabric of the real world. This paper highlights the potential for ARGs to promote 21st-century literacy skills. We propose a meta-level framework for 21st-century...
The Alternate Reality Game genre inspires a mode of play in which the participants choose to act as if the game world was real. Jane McGonigal has argued that one of the most attractive features of an ARG is the ‘Pinnochio’ effect: at the same time that the players deeply long to believe in them, it is in reality impossible to believe in them for real. In this article, we study “Sanningen om Ma...
The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History
The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story. When used for educational purposes, Serious ARGs pr...
RATIONALE, AIMS AND OBJECTIVES Double checking is a standard practice in many areas of health care, notwithstanding the lack of evidence supporting its efficacy. We ask in this study: 'How do front line practitioners conceptualize double checking? What are the weaknesses of double checking? What alternate views of double checking could render it a more robust process?' METHOD This is part of ...
The present paper is made up of two parts. In the first part, we study the mathematical stability and convergence of the quadrilateral MITC elements for the Reissner-Mindlin plate problem in an abstract setting. We generalize the Brezzi-Bathe-Fortin conditions to the quadrilateral MITC elements by weakening the second and fourth conditions. Under these conditions, we show the well-posedness of ...
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