نتایج جستجو برای: educational and entertainment opportunities

تعداد نتایج: 16853912  

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه مازندران - دانشکده علوم انسانی و اجتماعی 1390

teachers beliefs have usually been left unattended in the realm of educational research in iranian context. one of those beliefs which seems to impact teachers performance in the classroom is their sense of self-efficacy, which refers to teachers belief in their ability to enhance student achievement and in bringing about positive learning outcomes. the present study aimed to investigate the pr...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه یزد - پژوهشکده ادبیات 1392

abstract the aim of the present study is to explore the impact of the cognitive reading strategy instruction on learners reading self-efficacy and their reading achievement. in order to fulfill this purpose, from 120 participants, 90 intermediate efl learners as an experimental group were chosen from three different educational settings namely, yazd university, yazd science and art un...

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

the caspian sea contains great resources of oil and gas. the caspian sea is a 700- mile- long body of water in central asia, land located between azerbaijan, iran, kazakhstan, russia and turkmenistan. iran was challenges and opportunities in the caspian region. key question in this thesis includes three section that first question, opportunities of iran in the caspian region, second question ch...

2012
Alissa Nicole Antle Allen Bevans

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...

1998
S. Duda

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...

2002
Margaret Scanlon David Buckingham

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 ...

2015
Helena Moniz Anna Pompili Fernando Batista Isabel Trancoso Alberto Abad Cristiana Amorim

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,...

2015
JiHyung Lee Kyung-Kyu Kang Jae Woo Kim

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...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه سیستان و بلوچستان 1390

the changes in todays world organization, to the extent that instability can be characterized with the most stable organizations called this afternoon. if you ever change management component, an additional value to the organization was considered, today, these elements become the foundation the organization is survival. the definition of the entrepreneur to identify opportunities to exploit a...

2007
Kowit Rapeepisarn Kok Wai Wong Chun Che Fung Arnold Depickere

The idea of integrating education and entertainment can be widely observed over the last few decades. Recently, two commonly known terms when referring to combining learning and entertainment are “learn through play” and “edutainment”. The objective of this paper is to present an investigation into the similarities and differences of these two terms. This includes definitions, applications, and...

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