AI-enabled decision support systems have repeatedly failed in real world applications despite the underlying model operating as designed. Often this was because the system …
SS Abrams - Languages and Linguistics, 2012 - academia.edu
Videogaming involves digital literacies practiced in global domains, and researchers and educators are continuously contemplating and discovering ways to align gaming or gaming …
When people hear the term" role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting …
As noted by researchers (Funk, Hagen, & Schimming, 1999; Squire, 2006; Williams, 2003), many youth today spend more time playing in digital worlds than reading, or watching TV or …
At a time when the proliferation of videogame ownership and practice has led to greater attention on the consequences of increased engagement with these texts, schools and …
This interdisciplinary, descriptive study inquires into the curricular and religious educational aspects of videogames. To the degree that an interdisciplinary correspondence can be …
CL Archbell - … from ProQuest Dissertations & Theses Global …, 2009 - collectionscanada.gc.ca
As technology continues to permeate our culture in higher volumes, it is important to form an understanding of how media consumption is impacting education. Schools are now …
Built upon symbiotic flow, that is a merging of flow theory (Csikzentmihalyi, 1975) and situated cognition (Gee, 2007) this dissertation presents the findings from a 6-month …
Abstract Ian Bogost's 2011 book How to Do Things with Video Games seeks to" reveal a small portion of the many uses of video games and how together they make the medium …