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showing 10 items of 1530 documents
Regards documentaires sur la recherche francophone iranienne et perspectives pour Synergies Iran: de l'orientalisme au verbo-tonalisme
2020
C���est en portant nos regards sur le paysage ��ditorial francophone iranien directement visible en ligne que nous saluons la fondation de la revue Synergies Iran et la parution, en 2020, de son premier num��ro. Cette d��marche s���effectue dans un premier temps de fa��on globale, dans le but de rassembler des institutions et associations qui ��uvrent, chacune �� sa mani��re, depuis la 2�� moiti�� du XXe si��cle, pour la diffusion des ��tudes iraniennes. Puis dans un second temps, la d��marche se pr��cise afin de sonder les contenus scientifiques iraniens pr��sents sur le R��seau des publications du GERFLINT, Groupe d�����tudes et de recherches pour le fran��ais langue internationale fond��…
El nacimiento de la memoria escrita: descripción de las revistas pioneras en drogodependencias
2005
El veinte aniversario del Plan Nacional Sobre Drogas constituye un acontecimiento relevante en el campo de las drogodependencias porque, entre otros objetivos, con su consenso e implantación se conocen, por primera vez, las necesidades generadas por e consumo de drogas y se marcan unas líneas directrices de trabajo, a nivel nacional, en todos los aspectos que configuran la problemática de las drogodependencias referente al tratamiento, a la reinserción, a la prevención, a la formación e investigación, a la información y comunicación que permite transmitir los avances en la materia a toda la población española. Además establece la coordinación de las distintas administraciones propias del Es…
Producción científica nacional e internacional en drogas de diseño (1988-1997)
2000
Rafael Aleixandre Benavent: Rafael.Aleixandre@uv.es Introducción: El conocimiento de las fuentes de información científica es imprescindible para el abordaje del problema del consumo de drogas de diseño. El objetivo de este trabajo es analizar la producción científica nacional e internacional sobre esta conducta, a partir del análisis bibliométrico de las publicaciones. Material y método: La producción científica sobre drogas de diseño se ha obtenido de las bases de datos IME, MEDLINE, ISOC y teseo durante el período 1988-1997. También se revisaron las referencias bibliográficas de los artículos recuperados en la base de datos IME. Los artículos obtenidos se distribuyeron por años, tipo doc…
Case-studies on average-case analysis for an elementary course on algorithms
1999
Average-case algorithm analysis is usually viewed as a tough subject by students in the first courses in computer science. Traditionally, these topics are fully developed in advanced courses with a clear mathematical orientation. The work presented here is not an alternative to this, rather, it presents the analysis of algorithms (and average-case in particular) adapted to the mathematical background of students in an elementary course on algorithms or programming by using two selected case-studies.
Narrative Definitions for Game Design
2010
Enhancing the benefits of learning games by utilizing narratives or narrative elements is not a new idea. Many existing learning games utilize more or less story structures, virtual worlds, and various characters as a part of a story. Computer game genres, such as adventure games and role-playing games, have received a lot of attention in the field of serious games by researchers and game developers. Hence, the potential of narratives for learning support is already clearly recognized. However, narratives have not yet offered unambiguous solutions to the design of learning games. For example, more often than not the use of embedded stories does not lead to a desired outcome that is an enter…
Conquer the Net: An educational computer game to learn the basic configuration of networking components
2009
Advanced networking equipment is relatively expensive and student access to it is usually limited to scheduled times at computer laboratories within the university premises. Hence, it is important to make the most effective use of the time assigned and minimize the time that students spend in activities which can be performed outside the laboratory sessions. Familiarizing with the basic configuration commands is one such activity. We have developed a computer game to allow students to learn these in a motivating and pleasant environment. This game has been designed so that rules are easily learned and both cooperative and competitive learning are promoted. © 2009 Wiley Periodicals, Inc. Com…
Simulation as a game design tool
2009
In this paper we suggest using gameplay simulations on a logical event level as a design tool already in the early stages of the development process. The approach is centred on abstracting all unnecessary details of the gameplay to produce a highly simplified model of the game system. Compared to other kinds of intermediate design representations, such as sketches and prototypes, the simulations can reveal problems and opportunities in the longer term dynamics of possible gameplay. As an example we describe an implementation of a simulation model for the game Tower Bloxx using a simulation software package called DisCo.
Process control in the development of game-based learning environments
2009
This paper examines the development process of digital game-based learning environments (GBLE), focusing on the process control. The aim is to explore the alternatives to process control in GBLE development and provide guidelines for planning and carrying out process control in GBLE projects. This study is a part of the research project Human-Centered Design of Game-Based Learning Environments. The overall aim of the project is to construct a multidisciplinary and user-driven process for the development of digital GBLEs. The study was conducted according to the principles of development research and action research. The action research cycles consisted of four game development projects. The…
Game Mechanics in the Design of a Collaborative 3D Serious Game
2014
Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …
Gamification & Education: Una Revisión Bibliomética
2019
[ES] La Gamificación es una creciente area de investigación en la literature de Educación, debido a la necesidad y relevancia de nuevas metodologías innovadoras para enfrentar el nuevo entorno de aprendizaje. Sin embargo existe una carencia de investigación sobre la importancia y el desarrollo de la literature de Gamificación en el campo de la Educación (GE). Este artículo realiza una relevante contribución a la literature de Educación, al revisar esta literature, a través de un análisis bibliometro y gráfico de la misma. El documento presenta una descripción bibliométrica de la investigación sobre Gamificación y Educación. El trabajo estudia 635 referencias recopiladas de la Web of Science…