[图书][B] Rhetorics and technologies: New directions in writing and communication

CR Miller - 2012 - books.google.com
Electric discussions of the interplay between technological innovation and communication
Recognizing an increasingly technological context for rhetorical activity, the thirteen …

Play for Real (ism)-using games to predict human-AI interactions in the real world

RD Guttman, J Hammer, E Harpstead… - Proceedings of the ACM …, 2021 - dl.acm.org
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 …

[PDF][PDF] Powerful gaming structures and practices: Videogames, situated language, and cultural contexts

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 …

[图书][B] based Role Playing Games as Digital Storytelling

CV Zalka - 2019 - books.google.com
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 …

[图书][B] Adolescent English language learners' second language literacy engagement in World of Warcraft (WoW)

Z Li - 2011 - learntechlib.org
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 …

[PDF][PDF] Videogames, distinction and subject-English: New paradigms for pedagogy

A Bacalja - 2017 - academia.edu
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 …

[图书][B] Religious architecture in videogames: Perspectives from curriculum theory and religious education

MA Hayse - 2009 - search.proquest.com
This interdisciplinary, descriptive study inquires into the curricular and religious educational
aspects of videogames. To the degree that an interdisciplinary correspondence can be …

[PDF][PDF] Covert learning: Perceptions of video games and education

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 …

[图书][B] Composing a gamer: A case study of one gamer's experience of symbiotic flow

HL Lynch - 2013 - search.proquest.com
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 …

Seeing beyond play: The immersive witness in video games

SB Evans - 2014 - search.proquest.com
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 …