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Wyświetlanie 1-7 z 7
Tytuł:
PROSPECTIVE TEACHERS’ EXPERIENCES IN USING SECOND LIFE FOR LEARNING AND TEACHING ENGLISH
Autorzy:
Mariusz, Kruk
Powiązania:
https://bibliotekanauki.pl/articles/955335.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
Second Life
teacher training
virtual worlds
Opis:
The purpose of this study was to investigate prospective teachers’ experiences in utilizing Second Life for learning English, differentiating between personal use of the said virtual world for learning the English language and its potential use for teaching English in the future. The results showed that the students perceived the use of Second Life to be beneficial for communication in English and they regarded it as a great source of the target language vocabulary. They also found it useful in practicing writing skills and learning new words and phrases. The use of the said world allowed the students to point out some disadvantages. Among other things, they included the incorrect use of English by some Second Life users, problems with finding people to talk with and rude behavior. In addition, the study participants did not regard Second Life as useful in developing oral skills or grammar. Finally, the findings revealed the prospective teachers’ willingness to use Second Life for teaching speaking and writing skills as well as the target language vocabulary. A selection of the students’ proposals of language activities to be used in a virtual world is also offered.
Źródło:
Teaching English with Technology; 2017, 17, 1; 73-88
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Research potential in virtual worlds. An example of Second Life
Autorzy:
Hofman-Kohlmeyer, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/1178922.pdf
Data publikacji:
2017
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
computer games
research in games
second life
virtual worlds
Opis:
The emergence of virtual worlds made significant influence on companies’ performance. Second Life became a space for various business activities like brand promotion, selling products, education, learning. Increase in use of virtual worlds on the business purposes can be also observed. This article is aimed to give an outlook on the research opportunities in virtual environment on the example of Second Life. In order to achieve the assumed goal, the author employed a literature review. The results show that virtual worlds offer a lot of sources of information’s such as community groups, snapshots, video footages, in-game forums that can be utilize on the research purposes. Researchers can also involve avatars in the surveys. Literature review also offer many suggestions how to conduct business research in special game environment and show differences between virtual and real worlds.
Źródło:
World Scientific News; 2017, 89; 225-230
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
THE USE OF INTERNET RESOURCES AND BROWSER-BASED VIRTUAL WORLDS IN TEACHING GRAMMAR
Autorzy:
Kruk, Mariusz
Powiązania:
https://bibliotekanauki.pl/articles/569524.pdf
Data publikacji:
2014
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
the Internet
browser-based virtual worlds
the second conditional
Opis:
Online virtual worlds are becoming important tools in foreign/second language instruction in view of the fact that they enhance learner motivation, promote autonomy and social presence in a 3D environment. Virtual worlds are a type of reality in which students can meet and communicate with other learners in the target language using text, voice or video as well as share ideas related to language learning. Furthermore, virtual worlds provide learners with the opportunity to take part in virtual language courses or lessons as well as visit places connected with the target language culture. The aim of the study reported in this paper was to investigate the effectiveness of using online activities and a browser-based virtual world in teaching the second conditional in English. The sample consisted of 27 Polish senior high school students who were randomly divided into two groups: the treatment group (N = 13) and the control group (N = 14). The data were obtained by means of a grammar test administered before (prestest) and after the treatment (immediate posttest and two delayed posttests), a background questionnaire as well as an evaluation sheet, were analyzed quantitatively. The results indicate that the treatment students benefited from the instruction with the benefits being visible not only immediately after the treatment but also after four and eight weeks later.
Źródło:
Teaching English with Technology; 2014, 14, 2; 51-66
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Tracing the Impact of the Digital Virtual Ludic on Immersive Theatre: A Case of Theatre Gamification
Autorzy:
Charitos, Dimitrios
Timplalexi, Eleni
Powiązania:
https://bibliotekanauki.pl/articles/41309223.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
immersive theatre
pervasive games
theatre gamification
virtual worlds
Opis:
Immersive theatre, a theatrical form emerging at the beginning of the 21st century, invites spectators to become immersed in interactive theatre performances. The use of the term immersive indicates a strong influence from digital media, particularly from virtual worlds (VWs). Immersive theatre and VWs appear to share characteristics. A systematic comparative approach tracing the presence of characteristics shared by immersive theatre and VWs (i.e., virtuality, worldliness, information intensity), among others, still unique to VWs (i.e., agency, ergodicity), reveals that immersive theatre has assimilated some VWs characteristics while still being in the process of negotiating others. The paradigm of pervasive games is brought into the conversation to claim immersive theatre as a partially successful case of theatre gamification, revising theatrical and dramatic conventions, towards what could be called a digitally and ludically inspired neo-dramatic. New intermedial forms of expression could benefit from the adoption of a game/play frame.
Źródło:
Acta Ludologica; 2023, 6, 1; 4-27
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Shakespeare in Digital Games and Virtual Worlds
Autorzy:
Timplalexi, Eleni
Powiązania:
https://bibliotekanauki.pl/articles/648293.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Shakespeare
digital games
virtual worlds
media and performance
computers and theatre
Opis:
Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.
Źródło:
Multicultural Shakespeare: Translation, Appropriation and Performance; 2018, 18, 33; 129-144
2083-8530
2300-7605
Pojawia się w:
Multicultural Shakespeare: Translation, Appropriation and Performance
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Communications, Multimedia, Ontology, Photonics and Internet Engineering 2012
Autorzy:
Romaniuk, R. S.
Powiązania:
https://bibliotekanauki.pl/articles/226296.pdf
Data publikacji:
2012
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
photonics
optical fibers
optoelectronics
communications
multimedia
cryptography
virtual worlds
ontology of information systems
Opis:
Wilga Symposium gathers two times a year, together around 300 young scientists active in advanced photonics, electronics and software systems, including Internet engineering. May 2012 marked a jubilee XXXth meeting in Wilga Resort. There were presented over 250 papers from nearly all technical universities in this country. The organizers present here a research survey of the WILGA Symposium work. Also a digest of chosen Wilga references is presented [1]-[39]. This paper is the second part of a concise review digest focused on optoelectronics, communications, multimedia and ontology of information technologies.
Źródło:
International Journal of Electronics and Telecommunications; 2012, 58, 4; 463-478
2300-1933
Pojawia się w:
International Journal of Electronics and Telecommunications
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
ICT tools in CBRN troops’ education and training
Autorzy:
Maciejewski, P.
Powiązania:
https://bibliotekanauki.pl/articles/347780.pdf
Data publikacji:
2017
Wydawca:
Akademia Wojsk Lądowych imienia generała Tadeusza Kościuszki
Tematy:
ICT
CBRN education and training
didactic tools
virtual worlds
augmented reality
social media
e-learning platforms
Opis:
The aim of the article is to prove that Information and Communication Technologies (ICTs) can serve as viable didactic tools in the CBRN troops’ education and training. The analysis of selected case studies reveals that specific competences can be trained with the support of social media, e-learning platforms, virtual worlds, mobile technologies or even augmented reality technologies. The unique qualities of these tools, such as an easy access to the training content, interactivity, or possibility of simulating different scenarios allow for designing a training process tailored both for larger groups and an individual.
Źródło:
Zeszyty Naukowe / Wyższa Szkoła Oficerska Wojsk Lądowych im. gen. T. Kościuszki; 2017, 4; 121-137
1731-8157
Pojawia się w:
Zeszyty Naukowe / Wyższa Szkoła Oficerska Wojsk Lądowych im. gen. T. Kościuszki
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-7 z 7

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