Search results for " Video"
showing 10 items of 324 documents
Kommunikation im fremdsprachlichen Klassenzimmer - ein Beispiel multimodaler Analyse
2017
Il testo presenta un analisi multimodale di alcune sequenze durante una lezione di tedesco svoltasi in un liceo linguistico nel Trentino-Alto Adige. Vengono focalizzati i diversi livelli di attenzioni degli apprendenti sia nell'interazione con l'insegnante sia nella comunicazioni tra discenti. L'analisi rivela determinate forme di schematizzazione e di routine dell'interazione in classe, nella comunicazione verbale e non verbale, che induce a una maggiore riflessione e un approccio più consapevole nell'ambito dell'insegnamento. Nach einer Auseinandersetzung mit dem Multimodalitätskonzept wird ein Verfahren vorgestellt, das sich im Rahmen der semiotisch orientierten multimodalen Diskursanaly…
Cognitive-behavioral treatment of online role-playing videogames: proposal of treatment and a case study
2014
El propósito de este trabajo es presentar una propuesta de tratamiento cognitivo-conductual para la intervención en la adicción a video juegos. Se presenta el caso de un varón de 21 años con problemas con el uso de los videojuegos. Se expone el procedimiento en cada una de las fases de las que consta el tratamiento, así como los resultados de su eficacia en un estudio de caso. Después de trece semanas de intervención se aprecian importantes cambios en el nivel de dependencia. Los resultados muestran una disminución significativa del tiempo de uso del ordenador y de juego, así como una mejoría del funcionamiento personal y social del paciente. This article provides a proposal of cognitive-be…
E-Sports y brecha de género: la percepción de las profesionales españolas
2019
The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspective, interest in videogames at the amateur level is quite similar. However, in its professional level, female participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictions, the data on the presence of women are elocuent: few women, with much lower wages than men to remunerate same skills, and a general complaint by the female profession…
Measuring and Supporting Pre-Service Teachers’ Self-Efficacy Towards Computers, Teaching, and Technology Integration
2016
This paper reports on two studies designed to examine pre-service teachers’ self-efficacy beliefs. Study I investigated the measurement properties of a self-efficacy beliefs questionnaire comprising scales for computer self-efficacy, teacher self-efficacy, and self-efficacy towards technology integration. In Study I, 200 pre-service teachers completed the self-efficacy questionnaire. Confirmatory factor analyses resulted in a modified measurement model consisting of the three hypothesized self-efficacy scales. Study II reports on an intervention to clarify the effects of digital video composition experiences on these same three self-efficacy variables. Participants were 22 pre-service teach…
Uniportal bilateral video-assisted sequential thoracoscopic extended thymectomy
2017
Standard video-assisted thoracoscopic surgery has been reported as a minimally invasive approach alternative to sternotomy for management of myasthenia gravis (MG) associated with thymoma or thymic hyperplasia. Uniportal video-thoracoscopy is an evolution of standard multi-portal video-thoracoscopy for management of several thoracic diseases but its role for resecting mediastinal tumor remains under-evaluated. Herein, we describe our experience with bilateral uniportal thoracoscopic sequential extended thymectomy with case and video illustrations.
Psihopātijas iezīmju, vardarbības pieredzes ģimenē un vardarbīgu videospēļu spēlēšanas saistība pusaudžiem
2016
Pētījuma mērķis ir noskaidrot kā psihopātijas iezīmes pusaudžiem ir saistītas ar vardarbīgu videospēļu spēlēšanu un vardarbības pieredzi bērnībā, un vai saistība starp psihopātijas iezīmēm un negatīvu bērnības pieredzi ir ciešāka, nekā starp psihopātijas iezīmēm un vardarbīgu videospēļu spēlēšanu. Pētījumā piedalījās 109 respondenti vecumā no 15-17 gadiem. Datu iegūšanai tika izmantota datorspēļu atpauja (Puriņa, 2010), Viseiropas Spēļu informācijas mājaslapas – The Pan-European Game Information (PEGI) sistēmas novērtējums, Jauniešu psihopātisko iezīmju aptauja (Andershed et al, 2002) un Bērnības traumu aptauja (Fink & Bernstein, 1995). Pētījuma rezultātos tika konstatētas saistības starp p…
Mācību video veidošana un izmantošana ģeogrāfijas stundās attālinātajā mācību procesā vidusskolā
2021
Darba mērķis ir izpētīt mācību video, tā izmantošanas iespējas un video veidošanu kā mācību metodi attālinātajā mācību procesā ģeogrāfijas stundās vidusskolā. Literatūras analīze veikta par veiksmīga videomateriāla kritērijiem, video izmantošanas un veidošanas iespējām mācību stundās. Empīriskajā daļā, ņemot vērā veiksmīga mācību video kritērijus, apkopoti, atlasīti, izveidoti, salīdzināti un aprobēti mācību video. Mācību video veidošana izmantota kā mācību metode. Pētījumā secināts, ka veiksmīga videomateriāla veidošana un jēgpilna izmantošana mācību stundās veicina skolotāja darba efektivitāti un skolēnu mācību procesu.
Generating TV summaries for CE-devices
2002
Automatically generated summaries of TV content are indispensable for content selection and navigation in CE-devices. We show two different types of summaries: Short video trailers and visual overviews consisting of representative frames. The demo does not only show the feasibility of the proposed algorithms, but also shows how different types of generated summaries can be used in future CE-devices.
Positive Effects of Videogame Use on Visuospatial Competencies: The Impact of Visualization Style in Preadolescents and Adolescents
2019
Use of videogames (VGs) is almost ubiquitous in preadolescents' and adolescents' everyday life. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies. Previous research show that training with videogames enables children and adolescents to improve their scores in visuospatial tests (such as mental rotation of shapes and cubes), and that such training could overcome gender differences in these domains. Our study aimed at (1) verifying the positive effects of videogame use in the visuospatial domain both for male and female adolescents and preadolescents and (2) verifying whether the visualization style (2D or isometric 3D…
Videowikis for improved problem-based collaborative learning: Engaging information systems science students
2013
The contemporary era of social media and web 2.0 has enabled a bottom-up on-line collaborative approach with easy content creation and subsequent knowledge sharing. The technically literate students of today and the changes in pedagogy towards a user-centred approach, where learners engage in the learning process by constructing new ideas and concepts based on their current or past knowledge facilitate the use of social media in learning environments. This paper describes the combination of a wiki and screen capture videos as a complementary addition to conventional lectures in an information management and information systems development course. The basis for our approach was collaborative…