Search results for "Experience"
showing 10 items of 1093 documents
Compromiso Estudiantil en el Contexto Universitario Colombiano y Desempeño Académico
2014
20 páginas A pesar de la ampliación de la cobertura en la educación superior latinoamericana, persisten graves problemas de deserción que llevan a cuestionar el papel de las experiencias educativas en el fomento del compromiso académico de los estudiantes. Esta investigación se realizó en Colombia y buscó determinar la relación que existe entre el compromiso estudiantil y el desempeño académico de un grupo de universitarios colombianos. El estudio transversal y correlacional empleó la versión en español de la encuesta National Survey of Student Engagement (NSSE) que mide el nivel de participación de los estudiantes en cinco dimensiones: reto académico, aprendizaje activo y colaborativo, int…
Reconstructing the Gothic in games and gaming : Gothic monsters and ideology in the story world and player experiences of Fallout 3
2018
This dissertation research investigates the deployment of Gothic elements in digital games and player experiences of Gothic monsters. The Gothic is a rich and popular resource for games that, through representations of monstrosities and injustice, aims to induce in players a pleasurable feeling of discomfort, yet also reflects contemporary anxieties. The dissertation comprises three case studies of which the first two are close readings of the action role-playing game Fallout 3 and the third discourse analysis of transcribed player narration from Let’s Play (LP) gameplay videos. More specifically, the case studies discuss the dual role of Gothic monstrosities as a cause and consequence of t…
Learning games and children's user experience : the effects of context
2015
Tutkimuksen tarkoituksena oli tutkia, onko lasten käyttäjäkokemuksissa eroja heidän pelatessa digitaalista peliä kahdessa eri kontekstissa. Käyttäjäkokemuk-sia selvitettiin myös tarkastelemalla pelaajien flow kokemuksia. Tutkimuksessa käytettiin MinecraftEdu peliä, joka on TeacherGaming LLC yrityksen tekemä vi-rallinen opetusversio Minecraft pelistä. Pelaamisen kontekstit, jossa peliä pelat-tiin, olivat kouluaika ja vapaa-aika. Erilaisista konteksteista johtuen sekä ulkoiset tekijät että myös sisäiset tekijät kuten, päämäärät, tavoitteet, ja motivaatio vaihtelevat. Tutkimuksessa käytetyt metodit koostuivat ääneen ajattelun, obser-voinnin ja kyselyjen yhdistelmistä. Kontekstilla näytti oleva…
Exergaming usage : hedonic and utilitarian aspects
2017
There is a growing demand for information systems (IS) that could advance desirable health behaviours among people. While digital gaming has generally been perceived to increase individuals’ sedentary time, gaming can also act as a medium to promote health, for example, by increasing individuals’ levels of physical activity. Exergaming, a form of digital gaming that combines games with physical activity, has been mentioned as potential means of influencing physical activity levels. Previous research on exergaming has been dominated by a very device-centric perspective, focusing more on its technological and physical aspects, than a more user-centric perspective that focuses on the users and…
Serious game design : supporting collaborative learning and investigating learners' experiences
2014
Empirical Verification of the Relationship Between Personality Traits and EFL Attainments
2023
Although the study of personality is one of the major themes in psychology, its role in the second language acquisition (SLA) process has not been unanimously acknowledged. The overall scarcity and obscurity of research outcomes can be attributed to methodological problems and lack of firm grounding in the vast field of personality theories. Moreover, it appears that personality may not exact an easily observable, direct effect on L2 behaviours and success. This paper is an attempt to broaden the understanding of the role of personality in the SLA field. Its main aim is to establish the predictive value of the personality dimensions (Neuroticism, Extraversion, Openness to experience, Agreea…
De participació local. Una proposta metodològica desde la investigació-acció-participativa
2018
Citizen participation is an increasingly prevalent term in our society. In the process of deployment in the municipal area, progressively local corporations make efforts to innovate practices and develop experiences of citizen participation in defining policies and public affairs, and allocating budgets. While innovation has been advanced with regard to the tools and mechanisms to be used to promote participation, many of the initiatives and experiences have focused more on the implementation of the vote than in the different social processes inherent in the participation. Moreover, we are faced with the absence of a methodological guide that allows approaching a project or strategic plan o…
Réflexion sur le lieu de consommation culturelle. Une application au cas des musiques actuelles
2004
The following study sheds light on the importance of managing a forsaken element of cultural experience : the place. Because of the weakness of the works relating to this element in the cultural domain, we use the works in distribution. Several competing theories are considered to conceptualize the cultural place: the own characteristics of the place, the behaviors and the “responses to the place”. The last track having our preference, an exploratory study will come in support to define the differents dimensions that compose this “response to the place”. Pop music will constitute our field of application.
Editorial: Positive Technology: Designing E-experiences for Positive Change
2019
While there is little doubt that our lives are becoming increasingly digital, whether this change is for the better or for the worse is far from being settled. Rather, over the past years concerns about the personal and social impacts of technologies have been growing, fueled by dystopian Orwellian scenarios that almost on daily basis are generously dispensed by major Western media outlets. According to a recent poll involving some 1,150 experts, 47% of respondents predict that individuals’ well-being will bemore helped than harmed by digital life in the next decade, while 32% say people’s well-being will bemore harmed than helped. Only 21% of those surveyed indicated that the impact of tec…
Principals’ views on changes in the provision of support for learning and schooling in Finland after educational reform
2019
Recently, the large-scale reforms of special education have been carried out in many countries. This study focuses on the latest Finnish reform of special education in compulsory education. As principals lead educational reforms in schools, their role in the implementation of reform is significant. The study explores principals’ views on the changes in support arrangements after the educational reform. We used latent class analysis to identify the subgroups of principals who share similar views. In addition, we examined the relationship between the subgroups and individual, school, and municipal level factors using multinomial logistic regression analysis. Four subgroups were identified: im…