Search results for "Video"
showing 10 items of 1348 documents
Programming, blogs and videos : are these really part of literacy?
2018
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…
Vaikuttaminen päihdevideoissa
1998
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…
Applying video games in language learning and teaching : the learner perspective: a case study
2012
Tutkielman tarkoituksena on selvittää oppijoiden näkemyksiä videopelien nykyisistä ja mahdollisista käyttötavoista kieltenopetuksessa ottaen huomioon koehenkilöiden koulutus- ja pelaajataustan. Pelitutkimusta ei ole vielä tehty kauaa, joten ala on hajanainen, mutta tämä tutkimus pohjautuu tietokoneavusteisen oppimisen (CALL) ja videopeleihin perustuvan oppimisen (DGBL) tutkimukseen. CALL ei keskity erikseen pelien käyttöön tai käsittelee enemmän kieltenoppimiseen tehtyjä ohjelmia, kun taas peleihin perustuvassa opetuksessa kielet eivät ole erityisasemassa. Oppimistuloksia ja oppijakokemuksia pelien käytöstä on kerätty lähinnä esikoulu- ja peruskouluikäisiltä, joten lukiolaiskokeilu täydentä…
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…
Differences between female and male gamers and gender-specific risk-factors for internet gaming disorder (IGD)
2020
Introduction: Videogames have become more popular across females, although their widespread diffusion among males. How- ever, few studies have examined differences between female and male gamers and gender-specific risk factors for Internet Gaming Disorder (IGD). Objectives: The study aimed to describe males and females’ differ- ences in a sample of gamers, and to identify gender-specific risk- factors for IGD, accounting for alexithymia, playing habits, and other perceived stressors. Methods: Participants were gamers joining online communities, tested by IGDS-SF9 and TAS-20 for alexithymia. To explore isk-factors for IGD (outcome: IGD>=21), we set a binary logistic regression stratified…
STEDH sobre el uso de las cámaras ocultas en los puestos de trabajo
2018
Reseña de la STEDH, de fecha 9 de enero de 2018, por la que se resuelve el caso LÓPEZ RIBALDA Y OTROS contra ESPAÑA. El TEDH consideró que la grabación inadvertida de las trabajadoras por parte del empresario supone una vulneración del artículo 8 CEDH.
La traducción automática en la localización de videojuegos
2021
Productivity is crucial in the video game industry and therefore, in video game localisation. During the past years, tools used for computer assisted translation, terminology management and machine translation have become essential to the trade as a solution to the increasing amount of content that needs to be translated. These systems’ performance has improved thanks, among other things, to the appearance of neural machine translation. However, what are the current practices regarding machine translation in the video game localisation sector? This paper presents the results of an online survey created in order to determine business practices, the tools that are most commonly used and wheth…