863 resultados para Games and entertainment
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A bimonthly literary magazine edited by Zhou Shoujuan 周瘦鵑, featuring fiction, topical articles, and entertainment features, published from September 1921 through November 1925.
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A bimonthly literary magazine edited by Zhou Shoujuan 周瘦鵑, featuring fiction, topical articles, and entertainment features, published from September 1921 through November 1925.
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A bimonthly literary magazine edited by Zhou Shoujuan 周瘦鵑, featuring fiction, topical articles, and entertainment features, published from September 1921 through November 1925.
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A bimonthly literary magazine edited by Zhou Shoujuan 周瘦鵑, featuring fiction, topical articles, and entertainment features, published from September 1921 through November 1925.
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A bimonthly literary magazine edited by Zhou Shoujuan 周瘦鵑, featuring fiction, topical articles, and entertainment features, published from September 1921 through November 1925.
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A bimonthly literary magazine edited by Zhou Shoujuan 周瘦鵑, featuring fiction, topical articles, and entertainment features, published from September 1921 through November 1925.
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A bimonthly literary magazine edited by Zhou Shoujuan 周瘦鵑, featuring fiction, topical articles, and entertainment features, published from September 1921 through November 1925.
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A bimonthly literary magazine edited by Zhou Shoujuan 周瘦鵑, featuring fiction, topical articles, and entertainment features, published from September 1921 through November 1925.
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This study examines the role of visual literacy in learning biology. Biology teachers promote the use of digital images as a learning tool for two reasons: because biology is the most visual of the sciences, and the use of imagery is becoming increasingly important with the advent of bioinformatics; and because studies indicate that this current generation of teenagers have a cognitive structure that is formed through exposure to digital media. On the other hand, there is concern that students are not being exposed enough to the traditional methods of processing biological information - thought to encourage left-brain sequential thinking patterns. Theories of Embodied Cognition point to the importance of hand-drawing for proper assimilation of knowledge, and theories of Multiple Intelligences suggest that some students may learn more easily using traditional pedagogical tools. To test the claim that digital learning tools enhance the acquisition of visual literacy in this generation of biology students, a learning intervention was carried out with 33 students enrolled in an introductory college biology course. The study compared learning outcomes following two types of learning tools. One learning tool was a traditional drawing activity, and the other was an interactive digital activity carried out on a computer. The sample was divided into two random groups, and a crossover design was implemented with two separate interventions. In the first intervention students learned how to draw and label a cell. Group 1 learned the material by computer and Group 2 learned the material by hand-drawing. In the second intervention, students learned how to draw the phases of mitosis, and the two groups were inverted. After each learning activity, students were given a quiz on the material they had learned. Students were also asked to self-evaluate their performance on each quiz, in an attempt to measure their level of metacognition. At the end of the study, they were asked to fill out a questionnaire that was used to measure the level of task engagement the students felt towards the two types of learning activities. In this study, following the first testing phase, the students who learned the material by drawing had a significantly higher average grade on the associated quiz compared to that of those who learned the material by computer. The difference was lost with the second “cross-over” trial. There was no correlation for either group between the grade the students thought they had earned through self-evaluation, and the grade that they received. In terms of different measures of task engagement, there were no significant differences between the two groups. One finding from the study showed a positive correlation between grade and self-reported time spent playing video games, and a negative correlation between grade and self-reported interest in drawing. This study provides little evidence to support claims that the use of digital tools enhances learning, but does provide evidence to support claims that drawing by hand is beneficial for learning biological images. However, the small sample size, limited number and type of learning tasks, and the indirect means of measuring levels of metacognition and task engagement restrict generalisation of these conclusions. Nevertheless, this study indicates that teachers should not use digital learning tools to the exclusion of traditional drawing activities: further studies on the effectiveness of these tools are warranted. Students in this study commented that the computer tool seemed more accurate and detailed - even though the two learning tools carried identical information. Thus there was a mismatch between the perception of the usefulness of computers as a learning tool and the reality, which again points to the need for an objective assessment of their usefulness. Students should be given the opportunity to try out a variety of traditional and digital learning tools in order to address their different learning preferences.
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El orgullo brasileño estalló en el año 2007, cuando Brasil fue elegido sede del mundial FIFA 2014. Esto se debe a que Brasil en ese momento gozaba de un creciente prestigio internacional por cuenta de su condición de Potencia Emergente, miembro de los BRICS, aspirante a un puesto permanente en el Consejo de Seguridad y contar con la selección de fútbol más exitosa de la historia. No obstante, en su afán por incrementar su visibilidad y proyección internacional acudió al ejercicio del Poder Blando, a través de la Diplomacia Cultural, concretamente se decidió por la Organización de Mega Eventos deportivos, al tiempo que debía enfrentar varios problemas en el ámbito interno (desigualdad, corrupción, pobreza). Así, esta estrategia de aplicación del Poder Blando resultó de cierta manera contraproducente, debido a que la política exterior y su éxito no suele estar disociada de la realidad interna.
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El propósito de este estudio es medir los efectos que tiene el videojuego League of Legends en los procesos cognitivos de memoria de trabajo visual (MVT) y solución de problemas (SP). Para medir dichos efectos se implementó un diseño pre test-post con un grupo experimental y uno control, compuestos cada uno por siete participantes, en donde se evaluaron los procesos previamente mencionados utilizando los cubos de Corsi para MVT y las matrices del WAIS III para SP. Después de realizar los respectivos entrenamientos se encontraron resultados significativos en los diferentes momentos de aplicación. En el grupo experimental se encontraron diferencias en la variable dependiente SP, mientras que en el grupo control en MVT, pero no en la interacción entre grupos ni diferencias entre grupos, lo que sugiere un efecto de familiarización a la prueba.
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Attraverso l’analisi di riviste femminili, d’attualità e di intrattenimento, fonti raccolte in archivi d’impresa (Eni e Fiat) e fonti legate al mondo pubblicitario, questa tesi vuole indagare il rapporto tra politica e consumo in Italia durante gli anni Settanta. L’analisi è partita dallo studio della crisi petrolifera del 1973, le politiche di austerità e le loro conseguenze sui costumi e i consumi, per poi estendere lo sguardo fino agli anni Ottanta, il decennio definito della “svolta edonistica”. L’analisi delle fonti ha fatto emergere come la sfera del consumo fosse un campo di confronto politico per diverse componenti della società italiana, che appoggiarono o misero in discussione, con modalità e gradi di radicalità differenti, le valutazioni sull’accesso ai consumi proprie della classe politica. I casi studio hanno fatto emergere come sui temi dell’educazione al consumo e l’accesso all’informazione ci sia stato un confronto risultato in una formalizzazione istituzionale, diventata dominante, dell’azione e dei diritti di consumatori e consumatrici. Analizzare questi meccanismi ci permette di complicare la lettura evitando una polarizzazione che veda il consumatore o come totalmente passivo e senza autonomia di pensiero o come investito di un’eccessiva possibilità di azione e di una idealizzata carica progressista. Nel corso degli anni Settanta, infatti, le visioni e prospettive sulla sfera del consumo erano molteplici e complesse e si intrecciavano con l’attualità politica, sia per quel che riguardava gli scandali e le polemiche legate alla élite politica ed economica, sia per quel che concerneva dibattiti come quello sul ruolo della donna nella società e sulla questione ambientale. L’analisi di alcune di queste narrazioni sia problematizza il rapporto tra democrazia e benessere, sia mostra alcune tappe del percorso che ha portato alle definizioni odierne di consumo e consumatore, che sono ancora oggi centrali nel rapporto tra sfera politica e sfera del consumo.
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European Master in Multimedia and Audiovisual Administration
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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics