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1
Improving Chinese Language Learning through Collaborative Kahoot Mode
In: Chinese Language Teaching Methodology and Technology (2021)
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2
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen; Burghardt, Manuel. - : Zenodo, 2021
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3
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen; Burghardt, Manuel. - : Zenodo, 2021
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4
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen; Burghardt, Manuel. - : Zenodo, 2021
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5
The Game Walkthrough Corpus (GWTC) – A Resource for the Analysis of Textual Game Descriptions
In: Journal of Open Humanities Data; Vol 7 (2021); 14 ; 2059-481X (2021)
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6
The Queer Turn of Video Game Localization ¿Fills You With Determination¿: A Case Study of Undertale
Báez Humanes, Olga. - : Universitat Oberta de Catalunya (UOC), 2021
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7
Kein Kinderspiel – Eine kritische Analyse der Kompetenzen von VideospielübersetzerInnen
Czurda, Joanna. - 2021
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8
Pure Vessels: The Insect and the Other in Dark Souls and Hollow Knight ...
Stein, Eric. - : Zenodo, 2020
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9
Pure Vessels: The Insect and the Other in Dark Souls and Hollow Knight ...
Stein, Eric. - : Zenodo, 2020
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10
Towards an Analysis of Gender in Video Game Culture: Exploring Gender specific Vocabulary in Video Game Magazines ...
Schmidt, Thomas; Engl, Isabella; Herzog, Juliane. - : Universität Regensburg, 2020
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11
Grüne Sonnen: Poetik und Politik der Fantasy am Medium Videospiel
Illger, Daniel. - : De Gruyter, 2020. : DEU, 2020. : Berlin, 2020
In: 9 ; Cinepoetics ; XIII, 422 (2020)
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12
Лексический класс «Названия лиц» в интернет-журнале ''Игромания''
Елизарова, Анастасия Евгеньевна. - : Сибирский федеральный университет, 2019. : Красноярск, 2019
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13
Translation techniques and ludological influences in video game transcreation - a case study on the Chinese translation of Overwatch
Ba, Qingru. - : The University of Queensland, School of Languages and Cultures, 2018
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14
Feeling alienated – teachers using immersive digital games in classrooms
Stieler-Hunt, Colleen; Jones, C M. - : Routledge, 2017
Abstract: Significant barriers to using digital games in classrooms exist despite evidence to indicate digital games can enhance academic achievement. This qualitative, grounded theory study purports an interpretive understanding of the experiences of 13 Australian teachers who have used immersive digital games (IDGs) in the classroom. These teachers participated in in-depth, semi-structured interviews that were one to two hours in duration. A key finding of this study is that teachers who use IDGs in the classroom can experience varying degrees of alienation from their teaching colleagues. This paper presents a model of the process of ‘Feeling Alienated’ experienced by some educators using IDGs in their classrooms. It begins with ‘the lone believer’ teacher who has strong beliefs in the value of using IDGs for student learning. Resentment by some colleagues, curriculum and classroom concerns, and insufficient advocacy contribute to the lone believer feeling alienated. This leads the lone believer to minimise the impact of their use of IDGs. The study concludes that, whilst negative teacher attitudes towards the use of IDGs in the classroom persist, the potential impact of IDGs in the classroom will not be fully realised.
Keyword: elementary education; FoR 1302 (Curriculum and Pedagogy); FoR 1303 (Specialist Studies in Education); game-based learning; pedagogical issues; secondary education; video games
URL: https://doi.org/10.1080/1475939X.2017.1334227
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15
Virtual Archaeology, Virtual Longhouses and "Envisioning the Unseen" Within the Archaeological Record
In: Electronic Thesis and Dissertation Repository (2017)
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16
Contexts and Strategies in Video Game Localization: Analyzing Swearing Word Translation in Uncharted 4: A Thief's End
Liu, Ming-Chen. - : The University of Queensland, School of Languages and Cultures, 2017
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17
The Reality Code: Interpreting Aggregate Larp Rules as Code that Runs on Humans ...
Steele, Samara Hayley. - : Humanities Commons, 2016
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18
Four-Character Idioms in Advanced Spoken Chinese: Perception and Reaction of Native Speakers and A Pedagogy of C2 Expectations
In: http://rave.ohiolink.edu/etdc/view?acc_num=osu1471797737 (2016)
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19
Sprachliche Mittel des Komischen in den Werken Karl Valentins
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20
"Stonewall Jackson Is a Unicorn" And "Dixieland DubStep": Creating Middle School Communities That Foster Multimodal Artistic Expressions Based on the American Civil War
In: Curriculum Studies Summer Collaborative (2016)
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