نتایج جستجو برای: educational and entertainment opportunities
تعداد نتایج: 16853912 فیلتر نتایج به سال:
The aim of this study was to identify the ecosystem, opportunities and threats of educational entrepreneurship, which has been done with a qualitative approach.The statistical population of the study is educational entrepreneurs of Tehran, who have established an innovative institution and institution in the field of education.First, the educational entrepreneurship ecosystem was evaluated by d...
Advancing Internet technologies and the new interactive digital media are affecting the entertainment industry’s distributional models. The traditional distributional channels are being restructured and re-shaped especially in its delivery as well as marketing of such digital products and services. This paper provides a conceptual framework to analyze the impacts of the online market arising fr...
Hopscotch” is a world-wide game for children to play since the times in the ancient Roman Empire and China. Here we present a study mainly focused on the research and discussion of the application on the children’s well-know edutainment via the physical interactive design to provide the sensing of the times for the conventional hopscotch, which is a new type of experiment for the technology aid...
according to coates’s (2004, as cited in zhang, 2010) definition of "conversational dominance" (p.111), it refers to the phenomenon of a speaker dominating others in interaction. specifically, it means how a speaker makes use of certain strategies to get the floor and maintain the floor. thus, the amount of talk is the main measurement for the dominance of the conversation. whether a speaker do...
the purpose of this study was to investigate how english language teachers in mashhad who teach students in the pre-university cycle perceived the impact of the efltee on their teaching. the target population was nearly all pre-university english language teachers in seven districts of mashhad in the scholastic year 2008/2009. a survey questionnaire which consisted of (36) likert type items, wa...
Embodied Conversational Agents (ECAs) are computer generated human-like characters that interact with human users in face-to-face conversations. ECAs are powerful tools in representing differences in cultural aspect and interacting with human users for training and edutainment applications. In this paper we present the preliminary results of our modularized approach by using our Generic ECA Fra...
The use of computer games has been a popular but controversial issue. Dickey (2005) points out that instructional technologists are prepared to borrow techniques from various fields of media such as film, television and comics. Computer games, however, are ignored in terms of advancing new methods for instructional models despite a body of research on computer games and the availability of edut...
Wiki has been widely accepted by educational institutions, homes, and corporations, and is expected to grow continuously. Business enterprises quickly recognize the value of shared content: Some of the largest corporations, such as Google and IBM use wikis to manage daily operations and to share information among employees. This case study presents how NBC Universal developed a wiki, and used i...
Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the integration of simulation aspects, game a...
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