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Game-construction students experiences of educational games - gaming outcomes and learning outcomes

REFERENCES Abt, C. C. (1987). Serious games. University press of America. Braun, V. and Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3 (2) . pp. 77-101. Charsky, D. (2010). From edutainment to serious games: A change in the use of game characteristics. Games and culture, 5(2) , 177-198. Daily Mail Online (2010). “Fake Swedish air pilot flies passenger jets for THIRTEEN YEARS without a licence... and is fined just £1,700” (Retrieved 26/07/2017) from: http

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Teacher Attitudes Toward Game-based Learning in History Education

REFERENCES Admiraal, W., Huizenga, J., Akkerman, S., & Ten Dam, G. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27(3) , 1185-1194. Braun, V. & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2) , 77-101. Breuer, J. S. & Bente, G. (2010). Why so serious? On the relation of serious games and learning. Eludamos. Journal for Computer Game Culture, 4(1) , 7-24. Bryman, A. (2006). Integrating quantitative and qualitative research: how is it done

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Using the Business Model Canvas (BMC) strategy tool to support the Play4Guidance online entrepreneurial game

Entrepreneurship Education: Conceptual and Empirical Insights. Journal of Small Business Management, 51(3), 352-369. doi: 10.1111/ jsbm.12023 [9] Osterwlader, A and Pigneur, Y. (2010). Business Model Generation: A Handbook for Visionaries, Game Changers and Challengers. New Jersey: John Wiley and Sons. [10] Pawlowski, J. M., & Holtkamp, P. (2012). Towards an Internationalization of the Information Systems [11] Curriculum. In: Proc. of MKWI 2012 (Multi Conference Business Information Systems), Braunschweig, March 2012

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English Loanwords in the Language of Young, Contemporary Computer Gamers

Abstract

The following article is about the presence of English loanwords in the language used by young gamers. It is of research nature - it is based on the recognition, around the mother tongue, of primary and secondary school students. It emerges from survey research whose aim was to examine how the language of young Poles is influenced by information technology, especially computer games and films related to gaming. The most important aim of the research was to diagnose to what extent and in what form English vocabulary used in computer games penetrates everyday language of students. It was also important to establish the way in which Polish absorbs loaned vocabulary in natural communication and adjusts it to its rules (inflexion, syntax, word building). The questions prepared for the purpose of the survey examined linguistic intuition of students who had the possibility to choose the lexicon (English word and its Polish equivalent), as well as show the understanding of words typical of computer games which derive from English and are also changed in some way. The research tool also examined the student's lexical competence which was supposed to be directly related to the environment of new technology and computer games as well as examined the use of given lexicon in various syntactic constructs. The foundation for the described results and the topic discussed in this article were the thoughts regarding the role and the influence of new technological and socio-cultural reality and their influence on the changes in the language.

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Study regarding the game parameters of the national men’s basketball league and of the national team at Eurobasket 2017

Abstract

The problem of the native player in the Romanian basketball generated a lot of pros and cons. To take a stand in this issue, in order to protect the Romanian player, starting with the 2015-2016 season, the Romanian Basketball Federation introduced the rule of presence of the local player on the court at each official match. Thus, at Romanian Cup matches, at least two Romanian players must be permanently on the court, and at the National League matches there must be at least one Romanian player at all times.

Starting from the hypothesis that the value of the national team increases through the first echelon, this study aims to analyze and compare the game parameters registered in the National Men’s Basketball League (LNBM) and those made by the national team of Romania at Eurobasket 2017.

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Exploring factors related to college student expertise in digital games and their relationships to academics

recreational video game play on children’s and adolescents’ cognition. New Directions for Child & Adolescent Development , 139, 41-50. Bodill, K., & Roberts, L. D. (2013). Implicit theories of intelligence and academic locus of control as predictors of studying behaviour. Learning & Individual Differences , 27, 163-166. Chamorro-Premuzic, T., & Furnham, A. (2003). Personality predicts academic performance: Evidence from two longitudinal university samples. Journal of Research in Personality , 37(4), 319. Cheng, M.-T., & Annetta, L. (2012). Students

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Schoolchildren's Games - Purposeless Cooperation, Competition, Bullying?

Hry školních dětí - samoúčelná spolupráce, soutěž, šikana?

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Aspects regarding the pivot player tasks in the handball game

Abstract

Evolution of the handball game has brought a different approach in terms of the pivot player game. Since the main task of delaying the lateral movement of defenders to create opportunities for the back players or receive the ball and score against defending 6:0, was reached to the much more varied tasks and responsibilities imposed by the much larger spaces offered by the new defense systems. Many of the game actions are based to the pivot player movements, finding an optimal solution to score by the back or wing player being the result of her screening and sliding. To achieve more efficient realisation of this tasks the pivot player must have qualities such as: motor skills, power, speed and a good mental balance.

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Digital Geogames to foster local biodiversity

. [21] Eagly, A. & Chaiken, S. (1993). The psychology of attitudes. New York: HBJ. [22] Fang, X., Chan, S., Brzezinski, J. & Nair, C. (2010). Development of an Instrument to Measure Enjoyment of Computer Game Play. International Journal of Human-Computer Interaction, 26, 868-886. [23] Frick, J., Kaiser, F. G., & Wilson, M. (2004). Environmental knowledge and conservation behavior: exploring prevalence and structure in a representative sample. Personality and Individual Differences, 37(8), 1597-1613. [24] Fu, F., Su, R

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A Cyber Threat Model of a Nation Cyber Infrastructure Based on Goel-Okumoto Port Approach

References Barron, E. (2013). Game Theory, an Introduction, Second Edition, ch. 3., John Wiley & Sons, Inc. Heriyanto, T., & Allen, L. (2014). Kali Linux: Assuring Security by Penetration Testing, Birmingham: Packt Publishing. Min Xie Yuan-Shun Dai, & K.-L. Poh. (2004). Computing System Reliability Models and Analysis, Kluwer Academic Publishers, 101-104. Moga, H., & Boşcoianu, M. (2015). Massive Cyber-attacks Patterns Implemented with BDI Agents, 6th International Conference on Aerospace

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