The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories...
ABSTRACT: This paper compares the oral and visual representations which 12 to 13-year-old students p...
The aim of this study was to explore Swedish junior high school students meaning-making of participa...
The aim of this research is to determine the thoughts of the teachers about the concepts of "Sm...
Regarding computers as the fundamental means of contemporary education, defining the perceptions of ...
Computer games are among the most visible texts of the new information and communication technologie...
AbstractThe purpose of this study is to perceptions of the School of Physical Education and Sport st...
In this paper we will tackle the question of how thinking about game design as metaphorical process ...
This paper describes a recent program for game-based learning within a mixed-reality environment, th...
This qualitative study utilized video games and virtual reality in an eighth-grade public middle sch...
Metaphors are often used within computer interfaces to provide the user with cognitive prompts of ho...
The meaning of the word of metaphor is represented as likening indirect speech. A metaphor provides ...
The paper describes research on the role and place of computer games in the lives of children and ad...
In this text we will talk about modern computer technology and its infl uence on children education...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
The teaching of computing, like all subjects, requires a range of strategies to take the curriculum ...
ABSTRACT: This paper compares the oral and visual representations which 12 to 13-year-old students p...
The aim of this study was to explore Swedish junior high school students meaning-making of participa...
The aim of this research is to determine the thoughts of the teachers about the concepts of "Sm...
Regarding computers as the fundamental means of contemporary education, defining the perceptions of ...
Computer games are among the most visible texts of the new information and communication technologie...
AbstractThe purpose of this study is to perceptions of the School of Physical Education and Sport st...
In this paper we will tackle the question of how thinking about game design as metaphorical process ...
This paper describes a recent program for game-based learning within a mixed-reality environment, th...
This qualitative study utilized video games and virtual reality in an eighth-grade public middle sch...
Metaphors are often used within computer interfaces to provide the user with cognitive prompts of ho...
The meaning of the word of metaphor is represented as likening indirect speech. A metaphor provides ...
The paper describes research on the role and place of computer games in the lives of children and ad...
In this text we will talk about modern computer technology and its infl uence on children education...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
The teaching of computing, like all subjects, requires a range of strategies to take the curriculum ...
ABSTRACT: This paper compares the oral and visual representations which 12 to 13-year-old students p...
The aim of this study was to explore Swedish junior high school students meaning-making of participa...
The aim of this research is to determine the thoughts of the teachers about the concepts of "Sm...