Search results for "GAME"

showing 10 items of 1663 documents

Serious game design : supporting collaborative learning and investigating learners' experiences

2014

pelimekaniikatdesign researchyhteisöllisyysoppimiskokemuksetpelisuunnittelucollaborative serious gamecollaborationoppimispelitgame mechanicsserious game experiencescomputer-supported collaborative learningoppimispelikokemustietokoneavusteinen oppimineneducational gamesgame designyhteisöllinen oppiminen
researchProduct

Opettajien kokemukset pelikeskeisestä palloilunopetuksesta : "ensiks pelataan, sitten huomataan ongelmat ja katotaan mitä niille saatas aikaseks"

2009

pelitTGfU-menetelmäkokemuksetTeaching Games for Understandingliikuntaopetusopettajatpalloilu
researchProduct

How are Games Interpreted? Hermeneutics for Game Studies

2022

This paper presents a hermeneutic theory for game studies. It starts by giving an overview of hermeneutics, shows how in understanding games it is useful to divide hermeneutics into two aspects -- real-time hermeneutics and game hermeneutics -- and finishes by detailing complementary approaches to hermeneutics for games. The article builds upon earlier work in the hermeneutics of games and draws from philosophical hermeneutics. peerReviewed

pelithermeneutiikkareal-time hermeneuticstieteenfilosofiadigitaalinen kulttuurigame hermeneuticsmerkitykset (semantiikka)hermeneuticsludo-hermeneuticsphilosophical hermeneuticspelitutkimus
researchProduct

Games as Blends : Understanding Hybrid Games

2017

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various t…

pelithybridity mixed reality gamespervasiiviset pelitComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesconceptual metaphorpelitutkimusconceptual blending
researchProduct

In Search of Characters Without Signifiers

2022

This essay explores the question whether characters can exist without being signified in any way. If characters can exist trans-medially, independently of a particular form of signification or sign-vehicle, why not exist without any signification at all? What kind of existence would such a character have? And, paradoxically, what would examples look like? While the question at face value might appear logically invalid, I argue that at (or just beyond) the minimalist end of the character-representational spectrum, we find what might be called implied characters, that is, characters that are not in any way given, represented, named, or performed, but can only exist in the minds of their playe…

pelitpelaaminenLiterature and Literary Theorycharacterspelihahmotminimalist charactersgame charactersverkkopelitimplied charactersdigitaaliset pelit
researchProduct

Pelitutkimuksen vuosikirja 2018

2018

pelitpelaaminenPokémon Go (peli)digital gamespeliteollisuusverkkopelitpelitutkimusdigitaaliset pelitmobiilipelitlautapelitgo (peli)
researchProduct

Investigating language acquisition in Zambia : mapping vowel confusion of a, e and i between English and ciNyanja

2014

Abstrakti Sambiassa tehdyt tutkimukset osoittavat, että lukutaito jää saavuttamatta valtaosalta lapsista. Lukutaito alkaa kirjainten ja äänteiden välisen yhteyden ymmärtämisellä. Aiempi heikkojen lukijoiden parissa tehty tutkimus osoittaa sambialaisilla lapsilla olevan vaikeuksia vokaalien a, e ja i kirjain-äänneyhteyksien muodostamisessa englannin kielen vaikutusten vuoksi. Lukutaidon tasolla voi olla vaikutusta tutkimustuloksiin. Tämä tutkimus pyrkii selvittämään vokaalien mahdollista sekoittumista käyttämällä satunnaistettua tavallisista koululaisista koostuvaa otosta. Aineisto kerättiin Lusakan koulualueella tehdyistä lukutaitopeli GraphoGame –tutkimuksista. Ryhmätason ristiintaulukoint…

pelitvowel confusionvokaalitcinyanjan kielilukutaitoSambiaZambiaGraphoGameciNyanja
researchProduct

Using a phone-based learning tool as an instructional resource for initial literacy learning in rural African families

2020

Background: Despite increased enrolments at primary schools in Zambia, more than half of the children in Grades 1–4 are unable to meet the required minimum standards for literacy. Aim: The study set out to examine the effects of using a phone-based mobile literacy game (Graphogame) to improve literacy skills in children and adults in rural family settings. Setting: The study was conducted in the Katete District, a rural town in the eastern province of Zambia. Methods: Participants were 73 Grade 2 learners (52% boys, mean age 9 years and 48% girls, mean age 10 years) and 37 parents (mean age 36 years). Three literacy tests, measuring letter-sound identification, phonological awareness, spell…

perhe (ilmiöt)early literacy skillslcsh:LC8-6691lcsh:Special aspects of educationmaaseutuyhteisötSambiarural family settingZambiahome literacy environmentgraphogamezambiaoppimispelitlcsh:LB5-3640kotiympäristöAfrikkalcsh:Theory and practice of educationlukutaitokielen oppiminenGraphogameSouth African Journal of Childhood Education
researchProduct

A Philosophy of Physical Education Oriented toward the Game as an Object. Showing the Inexhaustible Reality of Games through Bernard Suits’ Theory

2019

Although a large number of theories justify the presence of games in school, all of them converge in two of the educational functions described by Biesta, socialization and qualification. In contrast to this instrumental educational approach, the present article aims to develop the bases for a philosophy of physical education (PE) oriented toward the game as an object. This proposal is supported by Suits¿ theory of games and the object-oriented philosophy (OOP) introduced by Harman. The text presents a justification for games in the school setting by defending its intrinsic value. First, the instrumentalist justifications for games are presented in order to establish the state of the art. S…

philosophyobject-oriented philosophySocialization (Marxism)ComputingMilieux_PERSONALCOMPUTINGPhysical Therapy Sports Therapy and RehabilitationFilosofiaSuitsObject (philosophy)EpistemologyPhysical educationPhilosophyphysical educationEducació físicagamePsychology
researchProduct

Fonētisko traucējumu korekcija 4 gadus veciem bērniem rotaļās

2020

Darba nosaukums: Fonētisko traucējumu korekcija 4gadus veciem bērniem rotaļās Darba autors: Tatjana Brahmane Darba mērķis: Teorētiski izzināt un praktiski pārbaudīt fonētisko traucējumu novēršanas iespējas vingrinājumos un rotaļās 4 gadus veciem bērniem. Pirmajā nodaļā autore ir analizējusi un pētijusi dažādu autoru teorētiskās atziņas par runas un valodas kopsakarībām un 4 gadus vecu bērnu attīstību. Otrajā nodaļā tiek dažādu autoru atziņas par rotaļu izmantošanas iespējām fonētisko traucējumu mazināšanā. Trešajā nodaļā tiek atspoguļots eksperimentāli praktiskais pētijums fonētisko traucējumu novēršanai,koriģējoši attīstošā darbā izmantojot rotaļas. Diplomdarba apjoms 74 lpp., ievietoti 11…

phonetical disordersfonētiskie traucējumiPedagoģijapirmsskolarotaļasgames
researchProduct