نتایج جستجو برای: adventure
تعداد نتایج: 3265 فیلتر نتایج به سال:
Objectives: The purpose of the present study was to explore possible multiple motives for participation in different adventure sports. Design: Qualitative design, specifically an inductive-deductive approach informed by reversal theory, was used to analyze participation motivation data. Method: Data was collected using the Scanlan Collaborative Interview Method (SCIM; Scanlan, Russell, Wilson, ...
This paper outlines a system for generating adventure games based on open data, and describes a sketch of the system implementation at its current state. The adventure game genre has been popular for a long time and differs significantly in design priorities from game genres which are commonly addressed in PCG research. In order to create believable and engaging content, we use data from DBpedi...
The article is devoted to analysis of lexico-morphological devices used in the process of creation of stereotyped personage image in adventure novels. Such personages are clearly marked by the author’s axiological attitude. Both the characteristics and the means of their expression can be constantly used by different authors; thus we deal with the phenomenon of personage stereotype. The choice ...
In this paper we investigate the experiences of elementary school children over a twoyear period during which they engaged with a hybrid Adventure Learning program. In addition to delineating Adventure Learning experiences, we report on educational technology implementations in ecologically valid and complex environments, while drawing inferences on the design of sustainable and successful inno...
Adventure racing athletes need run carrying loads during the race. A better understanding of how different loads influence physiological determinants in adventure racers could provide useful insights to gauge training interventions to improve running performance. We compare the maximum oxygen uptake (VO2max), the cost of transport (C) and ventilatory thresholds of twelve adventure running athle...
Little research has identified issues faced by tour guiding professionals and investigations of tour guide experiences have been neglected in favour of tourist experience and behaviour studies. Even less research has focused on adventure guiding experiences and potential sources of stress and emotions in this context. Studies that have investigated adventure guide experiences generally focused ...
Electronic games and simulations (eGames) are a valuable support for adaptive learning. This adaptation can be based on different inputs, such as the user’s performance, behaviour or cognitive load. Both adaptation and eGames can be modelled with IMS Learning Design (IMS LD) or integrated from an external resource. In this article we show the relation between IMS LD and the Projec...
The introduction of new technologies in education raises accessibility issues, which can endanger the universal right to education for students with disabilities. Moreover, in education there is a shift to provide more dynamic and interactive content to the students and video games have been proposed to promote the development of new skills. In this paper we discuss the main challenges of intro...
Participation in higher risk outdoor adventure activities has increased significantly in recent years and this trend is expected to continue in the foreseeable future. It is suggested in this paper that the general focus of much current interpretive practice excludes those elements central to the outdoor adventure experience, namely, risk, the experience of nature in its rawest form, and the ab...
Computer Assisted Language Learning (CALL) systems aim to teach a language providing technology and motivation to the user. They allow us to implement pedagogical content, motivational techniques and corrective feedback. On this basis, we present Medieval Adventure, which is a CALL system that aims to teach Portuguese’s basic levels to adults. Medieval Adventure teaches a second language mainly...
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