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556 bytes (75 words) - 11:47, 17 January 2019
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- ...by social media websites, forums, and [[Communities of Practice]], as well as by publication venues like Soundcloud (or community sites focusing on glitc Artists like Andy Denzler have even borrowed databending techniques as a model for [http://en.wikipedia.org/wiki/Mediation_%28Marxist_theory_and_m6 KB (873 words) - 10:51, 30 October 2018
- • Genre: See above. ''Up to you as a group to use one or more genres - or decide on how to mix up genres''.5 KB (730 words) - 05:50, 12 January 2021
- ...d to the IT coordinator in YGSE committee and on top of that he is serving as a Teaching-Assistant at York University, Canada, Dadaab. Virtual Campus. a2 KB (348 words) - 21:36, 31 December 2018
- ...He served Dadaab education projects over 10 years, beginning from mid-2007 as a primary teacher, school administrator, high school teacher and currently ...ared, and in which resources are allocated. The paper examines issues such as the lack of teacher training for refugee educators, overcrowded classrooms3 KB (433 words) - 03:32, 11 November 2018
- ...deo works, digital games, and so on. I recently deleted my twitter account as I am done with social media. More on that later. ...urces and participative opportunities of emerging media ecologies, as well as related production-based learning environments.1 KB (225 words) - 03:56, 17 January 2020
- ...the frustration of repair. The video game as a working machine can be seen as a player efficiently completing the tasks presented in order to beat the ga ...kind of labour and a continuation of toxic meritocracy in gaming culture, as criticized by Christopher Paul (2018).38 KB (6,215 words) - 10:16, 6 April 2019
- ...onships position the human player in regards to the love interest, as well as the player's emotional responses to seeing his/her love interest in-game (p ...public'', in which players could play as a male or female "Revan", as well as had the option to explore heterosexual (and one homosexual) relationships.24 KB (3,946 words) - 19:27, 8 April 2019
- ...ourses around the notion of the gaming artist and, by extension, the games-as-art question (I'm glad we're reading Bogost this week, because a lot of his ...ger, played mostly online first-person shooters. I like to think of myself as a bit more rounded now: I like puzzlers, third-person action-adventurers, s4 KB (638 words) - 10:40, 28 March 2019
- ...nbeknownst to him) is also having an affair with his wife. It's a tale old as time, but I like to think I did a fine job of it.4 KB (607 words) - 10:57, 31 January 2019
- ..., as well as some crow characters, and the architecture itself can be seen as the defining character of the game. ...ce.com/blog/2014/1/16/the-precipice-games-as-art "The Precipice, and Games as Art"]</ref> This is quite complementary to Bogost’s thoughts on art in th37 KB (6,187 words) - 18:12, 8 April 2019
- ...at languages are quite often taught in repetitive ways, lacking creativity as they remain stagnant. With the knowledge and experience gained from this co In addition to mediums such as art, exercise, transit, and empathy, a quite crucial channel to consider in35 KB (5,309 words) - 12:12, 5 April 2019
- ...er's mention was albeit, more likely based on a logistical definition such as when referring to traffic rates and volumes of people or goods. ...ory devices. Many videogamers may find such training and strategies useful as well.35 KB (5,229 words) - 13:31, 4 April 2019
- ...ildhood into, to the game design challenges I participated in as an adult. As such, I see potential in the immersive worlds that gaming can invoke to edu ...s subset, emphasizes paedic play though oftentimes there are ludic options as well. While there may be an initial set of tutorials or rule-based gameplay30 KB (4,720 words) - 15:47, 4 April 2019
- ...a of competition and conflict. Within the discussion of this topic as well as one written around “coherence”, he emphasizes how competition is a char ...to all. This further emphasizes the competitive nature within these games, as the rankings are signifiers of one’s ability and knowledge surrounding th30 KB (4,802 words) - 14:13, 6 April 2019
- ...tism spectrum - I guess the teaching degree may have played a part in that as well. I have a 15 year old - which means I was looking towards an empty nes2 KB (304 words) - 14:41, 10 April 2019
- ...imary focus in the Digital Media program. I am currently working on a game as my major research project for the program so I believe this course would be Instead of through what would normally be deemed as communication, offline single-player games can instead provide the illusion29 KB (4,659 words) - 18:00, 19 April 2019
- ...wn interests''' and resources, games experiences and observations, as well as theories and games culture controversies (beyond the always limited purview '''[[Heteronormativity and Identity as Hidden Curriculum]]''' This chat is about a recent article from Kotaku on A2 KB (254 words) - 09:38, 7 February 2019
- ...ights another significant social implementation of digital games, that is, as a form of competition generally. Games like ''Dota 2'' are specifically des ...k of modern sports is their preference for “standardized rules” (287). As one can see, then, digital games resemble sports because they too possess e11 KB (1,670 words) - 11:01, 20 January 2019
- ...fined a "game" as being, "in limit of not only space but also time." (511) As Nolan and McBride (2014) note in their critique of game-based learning, how ...learning]," Nolan and McBride propound, "environmental considerations such as privacy cannot be overlooked." (604) In sum, then, play becomes more meanin6 KB (890 words) - 12:01, 21 January 2019
- ...rhetorics are seldom considered in game-based learning in schools, because as the authors point out, “they are less purposive and more difficult to ope ...from their hegemonic coupling, can’t play as power be empowerment, play as progress be skill-acquisition and self-mastery, and identity be the self at5 KB (832 words) - 18:00, 30 January 2019