نتایج جستجو برای: considering computer game as a media art

تعداد نتایج: 14167811  

مرادی, علیرضا, پاکت چی, ریحانه, یاریاری, فریدون,

  In the current research, the effects of teaching computer games over the performance of visual memory of dyslexic students have been studied. At first, the available games were identified and, then, among them, one game which was at the same level of students’ academic and cultural levels was selected. To analyze the effect of this game, 20 individuals suffering from dyslexia (10 in an experi...

Background and Aim: Computer games are a kind of growing and attractive new communication technology. This has prompted researchers to study the effects of these games on users. This study aims to determine was performed the prevalence of computer game addiction and related factors in adolescent boys of Gonabad in 2018. Materials and Methods: In this cross-sectional descriptive-analytical stud...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه اراک 1389

this study investigates the relationship between field-related cognitive styles and global reading comprehension of hypertext. technically, field dependency is prevailing dominance of field on perception of parts, while global comprehension is skim-like reading to grasp the general content. in this research project, 60 senior and junior students of arak university majoring in english literature...

2007
Martin Pichlmair

The concept of appropriation of turning property into ones own (or "pwning it" [1]) is common to art at least since the 1970s. Back then, Appropriation Art sought the de-contextualisation of consumerism's symbols: brands, advertisements and logos. Today, it is paralleled by the digital hijacking of mass-produced (cultural) products and the succeeding abduction of digital content. A number of pi...

2014
Vojislav Ilic

The goal of this paper is to present new media in the specialized visual art classroom (art education classroom). Flexibility, speed, availability, changeability of digital data is what makes new media necessary in the specialized visual art classroom. The media, considering the specific nature of the subject called visual art, can be divided in two types: learning media and articulation (creat...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه فردوسی مشهد - دانشکده ادبیات و علوم انسانی 1393

abstract: the present study is an attempt to find out cultural exophoric references in iranian high-school elt textbooks and touch stone series to compare the frequency of occurrence of such references in these books. the purpose is to find out which of the series of the books under investigation impose a greater referential burden on efl learners as far as their reading comprehension of the ...

MEHRAN KARIMI, MITRA EDRAKI NOOASHIN BEHESHTIPOOR SEZANEH HAGHPANAH, SHIRIN GHANAVATI,

As hemophilia is a chronic bleeding diseaseand can interfere with daily performanceof children, these children require continuoustraining to prevent bleeding and take timely action(1). Since children nurses play an important role inthe education of involved children and their Selfefficacyand also due to today’s approach whichis using educational computer games, the use ofeducational games in re...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه فردوسی مشهد - دانشکده علوم 1376

in chapter 1, charactrizations of fragmentability, which are obtained by namioka (37), ribarska (45) and kenderov-moors (32), are given. also the connection between fragmentability and its variants and other topics in banach spaces such as analytic space, the radone-nikodym property, differentiability of convex functions, kadec renorming are discussed. in chapter 2, we use game characterization...

2017
Adam Arvidsson Kjetil Sandvik

The primary mode of reception in computer games is play. This implies that the agency performed by computer players does not limit itself to the process of reading, but is constituted by a creative enactment of the structures of interactive actions and events inherent in the game. As such, gameplay may be regarded as a kind of (unpaid) immaterial labour, implying players’ socialization, creativ...

Nowadays video games are fast becoming one of the most popular media of choice. For more than thirty years now video games are amongst us. At the start being a new form of entertainment for the youth only, in no time it has grown into a medium enjoyed and used for various purposes by consumers of all ages. The global market for video games is still expected to grow substantially in the upcoming...

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