نتایج جستجو برای: based on their lived experiences
تعداد نتایج: 9887409 فیلتر نتایج به سال:
Introduction: The aim of this study was to discover the lived experiences of the older adult from quarantine during the Covid disease pandemic. Method: The research design was qualitative and content analysis method. Sampling was performed in a sample of 10 people using a purpose-based method and continued until data saturation. Semi-structured face-to-face interviews were used to collect data...
the effect of learning strategies on the speaking ability of iranian students in the context of language institutes abstract language learning strategies are of the most important factors that help language learners to learn a foreign language and how they can deal with the four language skills specifically speaking skill effectively. acknowledging the great impact of learning strategies...
like any other learning activity, translation is a problem solving activity which involves executing parallel cognitive processes. the ability to think about these higher processes, plan, organize, monitor and evaluate the most influential executive cognitive processes is what flavell (1975) called “metacognition” which encompasses raising awareness of mental processes as well as using effectiv...
Background Malignant wound causes a devastating physical and psychological condition in cancer patients. This study presents a review which can provide better insights into the life of cancer patients living with malignant wound. The aim of this meta-synthesis was to analyze and synthesize findings from qualitative studies of the lived experiences of patients with malignant wound. Materials and...
Introduction and Aim Pharmacy undergraduate education training is undergoing a transformation as placement providers Schools of look to create more meaningful learning experiences. Work-based involves the students within work environment experience take part in work-related activities. In majority these experiences are adult care. The aim this was provide pharmacy with paediatric specific focus...
We investigate the role of presence in a serious game for intercultural communication and negotiation skills by comparing two interfaces: a 3D version with animated virtual humans and sound against a 2D version using text-only interactions with static images and no sound. Both versions provide identical communicative action choices and are driven by the same underlying simulation engine. In a s...
This qualitative research, a hermeneutic study, focused on exploring and capturing the essence meaning of lived experiences English teachers in integrating Bloom’s Digital Taxonomy into their differentiated instruction practices. Bloom's highly contributes to change that education witnesses today. Students acquire knowledge skills various ways at different speeds, idea giving personalized learn...
In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping mu...
background & aim : this study aimed to discover the lived experiences of patients transferred from the intensive care unit (icu) to a general ward, to reach a deeper understanding of this phenomenon. methods & materials: this is a qualitative study with an interpretative phenomenological approach, which is conducted at hospitals affiliated to universities, and private hospitals of tehran in 201...
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