Search results for "Games"
showing 10 items of 429 documents
Opettajien kokemukset pelikeskeisestä palloilunopetuksesta : "ensiks pelataan, sitten huomataan ongelmat ja katotaan mitä niille saatas aikaseks"
2009
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…
Pelitutkimuksen vuosikirja 2018
2018
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…
Politics and Sports Capitalism in the Southeast Asian Games
2020
The Southeast Asian Games has been negatively politicised since the 1950s. It has sported a complex interplay of colonialism, decolonisation, nationalism, geopolitics, patronage and capitalism. Repurposing it for the well-being of individual athletes and the regional sporting culture is long overdue. Yet, to depoliticise sports toward positive purpose necessitates collective political action. nonPeerReviewed
Gdy problemy inspiracją do podnoszenia jakości kształcenia uczniów w młodszym wieku szkolnym
2014
HabitApp: New Play Technologies in Pediatric Cancer to Improve the Psychosocial State of Patients and Caregivers
2020
[EN] Childhood cancer involves long periods of hospitalization that trigger emotions such as fear or sadness. Previous research has studied the positive effects of technology games on improving the hospitalization experience, but most do not focus on caregivers and none allow interaction with the real time observation of a zoo. The present study evaluates the impact of HabitApp and assesses the short-term impact on the psychosocial state of patients and caregivers in order to improve the hospitalization experience. The participants in this study were 39 patients plus 39 caregivers. A quantitative analysis revealed a significant improvement in patient's and caregiver's psychosocial factors f…
Human, Technologies and Quality of Education: Proceedings of Scientific Papers, 2020
2020
Game Definitions: A Wittgensteinian Approach
2014
Games have been defined and redefined many times over, and there seems to be no end to this continual process or any agreement about the definitions. This article argues that such an agreement is not necessary, and presents a Wittgensteinian approach to discussing game definitions. Instead of the common core approach used in most definitions, this article argues for an approach based on language-games. The common core approach is based on a limited number of shared core attributes, while the language-game approach is based on the idea of family resemblances. The language-game approach sees the cycle of redefinition as a hermeneutic circle that advances our understanding of games. This artic…
From Games to Gamers: Poachers of Digital Realms
2021
Symposium held in Dijon on 19-20 November 2021, following on from the online symposium "Langauge and culture in videogames", bringing together interdisciplinary perspectives on how videogames are consumed, adapted and appropriated by gamers. The session on 19/11, held in English, focused on traditional academic presentations; the session on 20/11 offered two lectures in French aimed at a broader audience as well as the launch of a LocJam (game localisation competition) open to students working from English into the language of their choice.For the complete program, see https://sites.google.com/view/from-games-to-gamers