Search results for "ComputingMilieux_PERSONALCOMPUTING"
showing 10 items of 256 documents
A Framework for Children’s Participatory Practices in Virtual Worlds
1970
In recent years, participation of children in virtual worlds has grown and children are also the largest number of users of virtual worlds (KZero, 2009a). This growth in participation in virtual worlds has brought out discussion about their effects on children’s lives. In this article, we consider opportunities of virtual worlds to engage and educate children about their civic life. The aim of this paper is to establish a framework for participation in virtual worlds and to test the framework by looking at current participatory practices in virtual worlds. In this paper we present a framework for children’s participation in virtual worlds which is based on research review. Our framework see…
Bilingual practices and the social organisation of video gaming activities
2010
Abstract Grounded in the interactional paradigm for the study of bilingual language use, this paper investigates how players engaged in a collaborative game-playing activity orient to the co-presence of two languages in the setting and deploy bilingual resources in organising their action and participation. The analysis aims to demonstrate how a particular kind of ‘bilingual order’ ( Cromdal, 2005 ) is co-constructed in which the players use their native language (Finnish) for interaction with each other, but systematically draw on the language of the game in constructing their turns as recognisable and building their alignments with respect to activities under way. The analysis highlights …
The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception
2009
This article introduces an explication of video game players' identification with a game character or role that is based on social-psychological models of self-perception. Contrasting with conventional ("dyadic" ) notions of media user-character relationships (e.g., parasocial interaction or affective disposition theory), ("monadic" ) video game identification is defined as a temporal shift of players' self-perception through adoption of valued properties of the game character. Implications for media enjoyment, the measurement of identification, and media effects are discussed. © 2009 International Communication Association.
La responsabilidad del profesorado en la enseñanza de la puntuación
2013
[EN] Proper usage of punctuation marks is fundamental for good writing. Teachers are a key factor in the learning process of students¿ command of punctuation marks as they are the major source of information for learners. This article offers various studies which show the teachers¿ command of the usage of punctuation marks and the most important difficulties they encounter in their teaching experience. Similary, we review also some research that are far from the normative point of view and focus on psycholinguistic aspects in which it is to see how children learn to score and how adults can get better use of signs.
Exploring the cross-linguistic transfer of reading skills in Spanish to English in the context of a computer adaptive reading intervention
2017
ABSTRACTWe explore the potential of a computer-adaptive decoding game in Spanish to increase the decoding skills and oral reading fluency in Spanish and English of bilingual students. Participants were 78 first-grade Spanish-speaking students attending bilingual programs in five classrooms in Texas. Classrooms were randomly assigned to the treatment (i.e., where students played Graphogame Spanish) for 16 weeks for ten minutes per day (n = 3) versus business as usual instruction (n = 2). Results indicate that students at some risk on Spanish pseudoword reading appeared to benefit the most from playing the game. Analysis of gains suggests a potentially small, but meaningful educational effect…
I will send badass viruses. Peer threats and the interplay of pretend frames in a classroom dispute
2014
This paper explores threats as they appear in children's everyday dispute interactions. The main purpose is to extend understandings of children's interactions and disputes in order to show how young boys construct threats in pretend frames within a classroom peer dispute by drawing upon the resources of the video game world and a verbally constructed fight. The conceptual and methodological frameworks underpinning the analysis are conversation analysis and Goffman's concept of frame. The analysis focuses on one episode that illustrates how the boys, in the absence of the teacher, invoke, share and switch frames within the dispute. Using pretence, they posit threats and build attack strateg…
A response to Petro Janse van Vuuren's ‘Meeting the mentor: the role of the teacher-director in engineering a Hero's Journey for participants in an e…
2005
In her article ‘Meeting the mentor: the role of the teacher-director in engineering a Hero's Journey for participants in an educational drama workshop series’, Petro Janse van Vuuren writes about h...
Exploring translation strategies in video game localization
2012
This paper addresses the issue of video game localisation focusing on the different strategies to be used from the point of view of Translation Studies. More precisely, the article explores the possible relation between the translation approaches used in the field and the different genres or textual typologies of video games. As the narrative techniques and the story lines of video games have become more complex and well-developed, the adaptation of games entails a serious challenge for translators. Video games have evolved into multimodal and multidimensional products and new approaches and insights are required when studying the adaptation of games into different cultures. Electronic ente…
Increasing Motivation and Engagement in Learning Safe Humane Hunting Skills Through VR and Digital Games
2020
Master's thesis in Multimedia and educational technology (MM500) This research discusses to what degree a digital learning game can affect motivation, engagement and participation in learning humane and safe hunting, and how a VR version compares to a screen-based version. Additionally, it discusses whether a digital learning game about humane and safe hunting can make learners more confident when taking the ”Jegerprøve” exam and dealing with real-life hunting situations. A game working on both computers and VR equipment was developed using the human-centred design process. The game went through two iterations, and usability testing was conducted on both of them. The results of the testing …
Experimental evidence for suspence as determinant of video game enjoyment
2009
Based on theoretical assumptions from film psychology and their application to video games, the hypothesis is tested that suspense is a major factor in video game enjoyment. A first-person shooter game was experimentally manipulated to create either a low level or a high level of suspense. Sixty-three participants were randomly assigned to experimental conditions; enjoyment was assessed after playing by a 10-item rating scale. Results support the assumption that suspense is a driver of video game enjoyment. © 2009 Mary Ann Liebert, Inc.