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    Storification in History education A mobile game in and about medieval Amsterdam.docx

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    Storification in History education A mobile game in and about medieval Amsterdam.docx

    1、Storification in History education A mobile game in and about medieval AmsterdamEdit this search |?Save this search |?Save as search alert |?RSS Feed2,231 articles found for: pub-date 2008 and tak(computer or phone or ipad or ipod or iphone or cellphone) and (game or education or BBS or blog or comm

    2、unity or zone or personal or communicaion or student or school or worker or employee or medical)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation?Original Research ArticleComputers & EducationPersonalized blog content re

    3、commender system for mobile phone users?Original Research ArticleInternational Journal of Human-Computer Studies,Extending family to school life: College students use of the mobile phone?Original Research ArticleInternational Journal of Human-Computer StudiesEvaluation of the primary school level st

    4、udents attitudes towards mobile phones?Original Research ArticleProcedia - Social and Behavioral SciencesTreating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study?Original Research ArticleComputers in Human Behavior,Form one students engagem

    5、ent with computer games and its effect on their academic achievement in a Malaysian secondary school?Original Research ArticleComputers & EducationTo blog or not to blog: Student perceptions of blog effectiveness for learning in a college-level course?Original Research ArticleThe Internet and Higher

    6、 EducationThe effects of computer games on primary school students achievement and motivation in geography learning?Original Research ArticleComputers & EducationThe implementation of a computer game for learning about geography by primary school students is the focus of this article. Researchers de

    7、signed and developed a three-dimensional educational computer game. Twenty four students in fourth and fifth grades in a private school in Ankara, Turkey learnt about world continents and countries through this game for three weeks. The effects of the game environment on students achievement and mot

    8、ivation and related implementation issues were examined through both quantitative and qualitative methods. An analysis of pre and post achievement tests showed that students made significant learning gains by participating in the game-based learning environment. When comparing their motivations whil

    9、e learning in the game-based learning environment and in their traditional school environment, it was found that students demonstrated statistically significant higher intrinsic motivations and statistically significant lower extrinsic motivations learning in the game-based environment. In addition,

    10、 they had decreased focus on getting grades and they were more independent while participating in the game-based activities. These positive effects on learning and motivation, and the positive attitudes of students and teachers suggest that computer games can be used as an ICT tool in formal learnin

    11、g environments to support students in effective geography learning.Article Outline1. Introduction2. Related literature3. Method 3.1. Research context and participants3.2. Design of the game-based learning environment3.3. Procedures3.4. Data sources3.5. Data analysis4. Quantitative results5. Qualitat

    12、ive results 5.1. Game-based learning environment5.2. General implementation issues5.3. Responses to the four open-ended questions5.4. Analysis of the interviews6. Discussion and implications7. Future work8. ConclusionAcknowledgementsDevelopment of a comprehensive medical recorder on a cellphone?Orig

    13、inal Research ArticleComputer Methods and Programs in BiomedicinePaper medical diaries have effectively been used in chronic diseases for self-management without information and communication technology for many cases. To facilitate self-control in chronic diseases, and observe ones own condition ob

    14、jectively and continuously, we developed a cellphone-based medical recorder (MedData) for patients with chronic diseases. The MedData is based on the Java2 Micro Edition and DoJa-3.5 (NTT DoCoMo, Inc.), and it runs like a scheduler with a calendar, diary, and data entry canvas. The MedData stores la

    15、boratory data, such as blood pressure, BUN (blood urea nitrogen), creatinine, Hb A1c (glycosylated hemoglobin), and other pertinent comments, into a cellphone memory. Detailed graphic displays of the data are automatically visualized. The MedData can customize recording events, items, prescriptions,

    16、 and graphics all on the cellphone. These can then be transferred via an infrared port between a cellphone and a PC.Article Outline1. Introduction2. System description 2.1. System overview2.2. Data structures of the system2.3. User interface2.4. Hardware and software specifications3. Status report4.

    17、 Discussion 4.1. Aims of the cellphone application4.2. Manual data input4.3. Customization4.4. Cellphone memory5. Future plansConflict of interest statementAcknowledgementsReferencesProblematic Internet and mobile phone use and clinical symptoms in college students: The role of emotional intelligenc

    18、e?Original Research ArticleComputers in Human BehaviorThis study deals with maladaptive use of the Internet and the mobile phone and its relationship to symptoms of psychological distress and mental disorder, as well as to the possible role of Perceived Emotional Intelligence in this relationship. T

    19、hree hundred and sixty-five undergraduate university freshmen at Ramon Llull University, Barcelona (Spain), majoring in four different studies (Psychology, Education, Journalism and Broadcasting, and Health Studies) replied to scales assessing the negative consequences of maladaptive use of both the

    20、 Internet (CERI) and the mobile phone (CERM), a self-report scale on Perceived Emotional Intelligence (TMMS-24), and a clinical instrument to check for complaints related to the presence of psychological distress (Symptom Checklist-90-R; SCL-90-R). Results indicate that psychological distress is rel

    21、ated to maladaptive use of both the Internet and the mobile phone; females scored higher than males on the mobile phone questionnaire, showing more negative consequences of its maladaptive use. With respect to major study, students of Journalism and Broadcasting showed a more maladaptive pattern of

    22、Internet use than students of other majors. The components of Perceived Emotional Intelligence contributed to the explanation of the variance of the general indicators of psychological distress, but to a lesser degree than maladaptive use of Internet and mobile phone.Article Outline1. Introduction 1

    23、.1. Purpose of this study2. Materials and methods 2.1. Participants2.2. Instruments2.3. Data analysis3. Results4. DiscussionAcknowledgementsReferencesExploring the potential of computer and video games for health and physical education: A literature review?Original Research ArticleComputers & Educat

    24、ionThis study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools int

    25、o HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE. After systematically searching onlin

    26、e bibliographic databases, 34 relevant articles were located and included in the study. Following the categorization scheme proposed by Dempsey, J., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama, College of Educati

    27、on, Technical Report No. 96-1, those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory. The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games

    28、may improve young peoples knowledge, skills, attitudes and behaviours in relation to health and physical exercise. Furthermore, the newly emerged physically interactive electronic games can potentially enhance young peoples physical fitness, motor skills and motivation for physical exercise. The emp

    29、irical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall. The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guida

    30、nce to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers.Article Outline1. Introduction2. Method3. Results 3.1. Research 3.1.1. HE/Disease awareness, prevention and management3.1.2. HE/Nutrition education3.1.3. HE/First-aid education3.1.4. PE/Injury

    31、 awareness during sporting activities3.1.5. PE/Acquisition of motor skills3.1.6. PE/Improvement of fitness3.1.7. PE/Educators knowledge and attitudes regarding electronic games3.2. Development3.3. Discussion3.4. Theory4. ConclusionsAppendix. .ReferencesStudents thoughts about the importance and cost

    32、s of their mobile devices features and services?Original Research ArticleTelematics and InformaticsIn recent years, handheld devices have become one of the fastest growing communication gadgets. Mobile technology is becoming widespread and research in this area is urgently needed. Using a survey instrument, the thoughts of male and female students regarding the importance and costs of mobile devices were investigated. It was found that students te


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