نتایج جستجو برای: recreational entertainment
تعداد نتایج: 24393 فیلتر نتایج به سال:
Interactive technologies are being introduced into urban children’s lives in developing countries. It is critical that these children have an active voice in the process of developing such technologies. Towards these aims we describe the research goals, process and outcomes for an action research project. The overarching goal of the research is to investigate and better understand how edutainme...
An expert checklist for evaluating children’s software has been designed and validated on ten children in the second grade. In the first part of the investigation ten psychology students evaluated three edutainment games, all of different quality, by means of the checklist. Based on these results the items on the checklist were then analyzed and filtered (analysis of variance, item analysis). I...
BACKGROUND Walking for transport can contribute to the accrual of health-enhancing levels of physical activity in elders. Identifying destinations and environmental conditions that facilitate this type of walking has public health significance. However, most findings are limited to Western, low-density locations, while a larger proportion of the global population resides in ultra-dense Asian me...
We present an edutainment system that combines the assembly process of Korean bracket structure ‘gong-po’ with 3D game. As ‘gongpo’ is the most complicated part in the Korean traditional wooden architecture, it is difficult for beginners to learn and understand its structure. Most digital heritage systems were not able to support the assembly process of buildingcomponents. That is, it is hard f...
The research took place against a background of growing interest in home education, on the part of government and commercial corporations. Government initiatives and publications increasingly emphasise the value of parental involvement in home learning as means of raising standards of achievement and addressing social exclusion. Meanwhile, commercial corporations are increasingly regarding the ...
This paper automatically detects prosodic patterns in the domain of semantic fluency tests. Verbal fluency tests aim at evaluating the spontaneous production of words under constrained conditions. Mostly used for assessing cognitive impairment, they can be used in a plethora of domains, as edutainment applications or games with educational purposes. This work discriminates between list effects,...
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