Παρακαλώ χρησιμοποιήστε αυτό το αναγνωριστικό για να παραπέμψετε ή να δημιουργήσετε σύνδεσμο προς αυτό το τεκμήριο:
https://hdl.handle.net/20.500.14279/4079
Πεδίο DC | Τιμή | Γλώσσα |
---|---|---|
dc.contributor.author | Ang, Chee Siang | en |
dc.contributor.author | Zaphiris, Panayiotis | en |
dc.contributor.author | Wilson, Stephanie | en |
dc.contributor.other | Ζαφείρης, Παναγιώτης | - |
dc.contributor.other | Cyprus University of Technology | - |
dc.date.accessioned | 2012-04-27T11:54:32Z | en |
dc.date.accessioned | 2013-05-17T10:11:37Z | - |
dc.date.accessioned | 2015-12-09T11:19:00Z | - |
dc.date.available | 2012-04-27T11:54:32Z | en |
dc.date.available | 2013-05-17T10:11:37Z | - |
dc.date.available | 2015-12-09T11:19:00Z | - |
dc.date.issued | 2011 | en |
dc.identifier.citation | Playful Teaching Learning Games New Tool for Digital Classrooms, 2011, Volume 5, Pages 21-37 | en |
dc.identifier.uri | https://hdl.handle.net/20.500.14279/4079 | - |
dc.description.abstract | Computer games have for years been the focus of Human Computer Interaction (HCI)-oriented research. For example, researchers have looked at playability and have developed heuristics for evaluating fun as well as usability of computer games (Desurvire, et al. 2004; Fabricatore, et al. 2002; Federoff 2002). Although much of this research has revolved around enhancing engagement by improving player-game interaction, some (Ducheneaut, et al. 204; Ducheneaut, et al. 2006; Kolo and Baur 2004) have begun to look into the social aspects of gaming as most computer game play is social. Surveys have shown that almost 60 percent of game players play with friends; 33 percent play with siblings and 25 percent play with spouses or parents (Jenkins 2006). Similarly, within the area of game-based learning, the focus is moving from treating games as a standalone tool that delivers knowledge to learners in an enjoyable way, to utilising games as a medium for social interaction and collaboration. | en |
dc.format | en | |
dc.language.iso | en | en |
dc.rights | © 2011 Sense Publishers. All rights reserved. | en |
dc.title | An activity theoretical model for social interaction in computer games | en |
dc.type | Book Chapter | en |
dc.collaboration | University of Kent | - |
dc.collaboration | City University London | - |
dc.subject.category | Arts | - |
dc.country | United Kingdom | - |
dc.country | Cyprus | - |
dc.subject.field | Humanities | - |
dc.identifier.doi | 10.1007/978-94-6091-460-7_2 | en |
dc.dept.handle | 123456789/126 | en |
item.grantfulltext | none | - |
item.languageiso639-1 | en | - |
item.cerifentitytype | Publications | - |
item.openairecristype | http://purl.org/coar/resource_type/c_3248 | - |
item.openairetype | bookPart | - |
item.fulltext | No Fulltext | - |
crisitem.author.dept | Department of Multimedia and Graphic Arts | - |
crisitem.author.faculty | Faculty of Fine and Applied Arts | - |
crisitem.author.orcid | 0000-0001-8112-5099 | - |
crisitem.author.parentorg | Faculty of Fine and Applied Arts | - |
Εμφανίζεται στις συλλογές: | Κεφάλαια βιβλίων/Book chapters |
CORE Recommender
Αυτό το τεκμήριο προστατεύεται από άδεια Άδεια Creative Commons