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21
Immersive learning of french as a foreign language: potential of applications and edutainment scenario. ; Apprentissage immersif du FLE: potentiels des applications et scénario ludo-éducatif.
In: Anales de Filología Francesa; No. 29 (2021): Le monde connecté et les approches interculturelles: vers un nouveau paradigme des frontières?; 183-199 ; Anales de Filología Francesa; Núm. 29 (2021): Le monde connecté et les approches interculturelles: vers un nouveau paradigme des frontières?; 183-199 ; Anales de Filología Francesa; No 29 (2021): Le monde connecté et les approches interculturelles: vers un nouveau paradigme des frontières?; 183-199 ; 1989-4678 (2021)
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22
INSERT SKILL. Aprendizaje Basado en Juegos Digitales (ABJD)
Rodríguez Ruiz, Antonio. - : Universitat Oberta de Catalunya (UOC), 2021
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23
The Online Ecology of Literacy and Language Practices of a Gamer
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24
Séquences de guidage dans des sessions de jeux vidéo : comment co-construire la programmation d’une action dans l’interaction ?
In: Langages, N 221, 1, 2021-03-23, pp.107-121 (2021)
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25
An instrument for tongue performance assessment in activities associated with digital games: content and construct validity
In: Revista CEFAC, Vol 23, Iss 5 (2021) (2021)
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26
Issues in Arabic video game localization: A descriptive study
In: Translation and Interpreting : the International Journal of Translation and Interpreting Research, Vol 13 , Iss 2 (2021) (2021)
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27
Интертекстуальность в видеоиграх ... : выпускная квалификационная работа бакалавра ...
Овчарова, Валентина. - : Санкт-Петербургский политехнический университет Петра Великого, 2020
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28
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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29
Игра как дидактический инструмент при работе с видеоматериалами на занятиях по иностранному языку ... : Didactic games as a means of mastering video materials at foreign language classes ...
Kuzmina, Anna. - : Society. Communication. Education, 2020
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30
The Effectiveness of Interventions for Developmental Dyslexia: Rhythmic Reading Training Compared With Hemisphere-Specific Stimulation and Action Video Games
Cancer, A. (orcid:0000-0003-3545-8540); Bonacina, S.; Antonietti, A. (orcid:0000-0002-7212-8076). - : Frontiers Media S.A., 2020
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31
Effectiveness of type of feedback and frequency on L2 vocabulary acquisition. Data matrix and word statis
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32
Gamer speak : a case study of gaming terminology in Spain
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33
Никнеймы в компьютерных играх: вопросы функционирования и варьирования ; Nicknames in Video Gaming: Functional Use and Variation
Климова, М. А.; Klimova, M. A.. - : Издательство Уральского университета, 2020
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34
Extramural English and motivation
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35
LEVEL UP!: Japanese Second Language Acquisition in the Classroom through Video Games
Steel, Aaron. - 2020
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36
Informal EFL learning in Saudi Arabia and the role of the internet: an ecological perspective
Alqarni, Mohammed Samhan. - : The University of Queensland, School of Education, 2020
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37
Uso desadaptativo de las TIC en adolescentes: Perfiles, supervisión y estrés tecnológico
In: Comunicar: Revista científica iberoamericana de comunicación y educación, ISSN 1134-3478, Nº 64, 2020, pags. 29-38 (2020)
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38
El tiempo de uso de los videojuegos en el rendimiento académico de los adolescentes
In: Comunicar: Revista científica iberoamericana de comunicación y educación, ISSN 1134-3478, Nº 65, 2020, pags. 89-99 (2020)
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39
Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
Ferguson, J.; Gonzalez Russi, M.; Doumanis, I.. - : Graz University of Technology, Institut für Informationssysteme und Computer Medien, 2020
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40
Using serious games for learning sign language combining video, enhanced interactivity and VR technology
Economou, D.; Doumanis, I.; Bouki, V.. - : Graz University of Technology, Institut für Informationssysteme und Computer Medien, 2020
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