نتایج جستجو برای: playfulness
تعداد نتایج: 552 فیلتر نتایج به سال:
The early 21 century is characterised by rapid change. Commentators note how permeating digital technologies engage increasing numbers of children, young people and adults as consumers and also producers. In the shifting technological landscape, childhood and youth are changing. Connectivity around the clock, with a parallel existence in virtual space, is seamlessly integrated with actual lives...
The effective development of a computer based assessment (CBA) depends on students’ acceptance. The purpose of this study is to build a model that demonstrates the constructs that affect students’ behavioral intention to use a CBA. The proposed model, Computer Based Assessment Acceptance Model (CBAAM) is based on previous models of technology acceptance such as Technology Acceptance Model (TAM)...
The Information Systems (IS) community has put considerable effort on identifying constructs that may explain the initial/continuance use of computer based learning or assessment systems. This study is a further step toward IS continuance acceptance delivered in Computer Based Assessment (CBA) context. Specifically, it aims at the exploration of continuance acceptance in CBA context and the dev...
The digital world demands graduates who are accustomed to deal with technology. Blended learning is one of the strategies by combining online media face-to-face classes. It cannot be denied that students interact technology experience stress and tension. This condition have an impact on process so a way out needed bring it down. Gamification gaming technique applied non-game applications increa...
In this article, we propose a system for augmented card playing with a projector and a camera to add playfulness and increase communication among players of a traditional card game. The functionalities were derived on the basis of a user survey session with actual players. Playing cards are recognized using a video camera on the basis of a template matching without any artificial marker with an...
The Pediatric Volitional Questionnaire (PVQ) was used along with the Test of Playfulness (TOP) to assess 16 children with cerebral palsy who took part in a study of virtual reality play intervention. Both observational measures are designed to assess children as they are engaged in occupations in one or more environments. Virtual reality offers an alternative play environment for children who h...
The early 21 century is characterised by rapid change. Commentators note how permeating digital technologies engage increasing numbers of children, young people and adults as consumers and also producers. In the shifting technological landscape, childhood and youth are changing. Connectivity around the clock, with a parallel existence in virtual space, is seamlessly integrated with actual lives...
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