476,093 papers on Academia.edu
Dunia Alhashimi
Looking for a co-author for a new systematic review related to respiratory diseases for the Cochrane library.
Sat 21 November at 10:00 PM
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People who have Game/Simulation use in education as a research interest
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- Artificial Intelligence
- Computer Games Technology
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Based Learning
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Games for Health
- Game Theory
- Pervasive Gaming
- Serious Games
- Video games and learning
(More)
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- Applied Theatre
- Architecture
- Fascism
- Popular Italian Cinema
- Japanese Studies
- Art
- Italian art
- Italian Renaissance Art
- Artificial Life
- Conservation Genetics
- Genomics
- Phylogenetics
- Communication
- Ontology
- Critical European Studies
- Critical thinking
- Cultural Science
- Cultural Theory
- Identity
- Cybernetics
- De Certeau
- Diaspora
- Digital Culture
- Digital Media
- Graph Games
- Embodiment
- Energy Systems
- Optical Fiber Communications
- Face and Facework Theory
- Facial Recognition
- Fetish Domains
- Film Studies
- Futurism
- Fuzzy set theory
- Gambling Studies
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Gay And Lesbian Studies
- Gender
- Gene Therapy
- Genealogy
- Geomatics
- Hermaphroditism
- Historical Dialectology
- Militarism
- Strategy and Policy
- History of Mathematics
- History of Technology
- Human Universals
- Humanities
- Humor
- Hysteria
- Inquisition
- Installation Art
- Intellectual Property
- Interior design
- Interplanetary dust
- Island Studies
- Italian Humanism
- Japanese
- Japanese Art
- Japanese Ethnography
- Jean Piaget
- Jewish Studies
- Joseph Beuys
- Journalism
- Kinetics
- Kosovo
- Critical Discourse Analysis
- Michel Houellebecq
- Flaubert
- Ariosto
- Poesia cavallaresca
- Japanese Literature
- Logo Design
- Markets
- Martial arts
- Masculine Sexuality
- Mass Communication
- Material Culture Studies
- Mathematics
- Media Art
- Media Design
- Medical Genetics
- Men's Fashion
- Metamodelling
- Methodology
- Metrics
- Microtonal Music
- Microwave
- Military Children and Families
- Military Sexual Trauma
- Mobile Media
- Music
- New Media Performance and Installation
- Newswork
- Performing Arts
- Philosophy
- Mass Spectrometry
- Many Body Quantum
- Poetics
- Political communication
- Populism
- Posthumanism
- Praxis
- Amusement
- Design and Emotion
- Envy
- Fear
- History Of Emotions
- Nostalgia
- Performing Emotions
- Surprise
- Hebrew Bible
- Professional Writing
(More)
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- Experimental Media Arts
- Affective Neuroscience
- Virtual Environments
- Human Computer Interaction (HCI)
- Game Design
- Interaction Design
- Game Theory
- Emotional Engagement
- Experimental games
- Film Studies
- Game studies
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- Use of story-telling in games
- Interactive and Digital Media
- Emotion
- Serious Games
- Video games and learning
- Visual Studies
(More)
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- Virtual Design Studio
- Visual Neuroscience
- Collaboration
- Computer Literacy
- Virtual Environments
- Web Technologies
- Information Visualization
- Ubiquitous Computing
- Design
- Game Theory
- Education
- Evaluation Research
- Game studies
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Information/Communication Technologies and Development
- Instructional Technology
- Memory
- Cognitive Science
- Psychotechnology / Technopsychology
- Social Construction of Technology
- Social Justice
- Social Networks
- Virtual Schooling
- Visual Culture in Education
- Visual Culture
- Visual perception
- Visualization
(More)
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- Actor Network Theory
- Ethnography
- Sensory Neuroscience
- Organisational Change
- Communication
- Complexity Theory
- Computer Science
- Computer Supported Cooperative Work (CSCW)
- Critical Pedagogy
- Design
- Computer Aided Design
- Design and Emotion
- Design education
- Design for Social Innovation
- Design Methods
- Design practice
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Designing Designing--designs for social processes by which designers design
- Emotion Relation Transparency--can digital designs transmit full personalness, care, emotion, humanity without male, machine, abstraction distortions
- Green Design--goals, means, persons, policies, economics, evolution, competitors
- Libraries of Social Indexing Function Routines as Design Material for Digital Systems and Web Nets
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Self Assembling Software Applications--from populations of self-knowing functional agents
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- Participatory Design
- Sustainability / Sustainable Design
- Tacit Knowledge
- Digital Humanities
- Digital Media
- Diversity
- Ecosystems Ecology
- Education
- Emotional intelligence
- Environment
- Environmental Studies
- Ethnic Studies
- Eye tracking
- Film Studies
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Gender Studies
- Geography
- Globalization
- Print Culture
- Postcolonial Studies
- History of Technology
- Human-Animal Relations
- Human Values
- Informatics
- Intellectual Property
- Internet science
- Learning and Teaching
- Library Science
- Literacy
- Literary Theory
- Mentoring
- Multimedia
- Narrative
- Natural Resources
- Open Access
- Organizational Culture
- Critical Theory
- Frankfurt School
- Martin Heidegger
- Constructivism
- Educational Policy
- Political Ecology
- Popular Culture
- Popular Education
- Portfolio studies
- Poststructuralism
- Practice theory
- Praxis
- Emotion
- Social Interaction
- Research Methodology
- Science Communication
- Self-Organization
- Serious Games
- Social Networking
- Social Policy
- Social Research Methods and Methodology
- Cultural Sociology
- Cultural Studies
- Power (social)
- Global Social Change
- Sociology of Emotion
- Sociology of Knowledge
- Sociology of Language
- Sustainability
- Technology
- User Experience (UX)
- Visual Studies
- Water
- Web Design
- Abstract Layout/Mapping Alternative Regimes for Website Design--regularize operators applied, operands operated on, path topologies used, etc.
- Access Efficiencies--similar functions similar enactments, similar outcomes similar enactments, etc.
- Accessibility
- Artfulness Measures for Site Designs--attention catching, long recall, emotively rich recall, associatively rich recall,
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Economics of Website Design Genres--view traffic, click thru traffic, profit per visit, profit per click thru, etc.
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Location, Location, Location--the contextuality of website value, webbing factors, network hubs, weak ties
- Scale, Level, and Power Law Phenomena in Web Site Design
- Social Dynamics in Site Design--trends, fashions, thefts/borrowings, innovation from copying errors, designed inventions, idea blends, scale changes
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
- Web Site Design Measures--bushy-ness, muscle memory page carryover, verbal memory page carryover, etc.
- Web Site Types--for individual access, for group access, for interactive contact, for 1-directional contact,
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- Virtual Worlds
- Language and Social Interaction
- Virtual Worlds
- Autonomous Cognitive Agents
- Expert Systems
- Natural Language Processing
- Reinforcement Learning
- Robotics
- Human-Computer Interaction for Games
- Virtual Worlds
- Human Computer Interaction
- Software Engineering
- Design for Social Innovation
- Game Design
- Interaction Design
- Virtual Worlds
- Software Engineering
- Experimental games
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Relation Between Creation Practices and Innovation Practices
- The Economics, Politics, Anthro, PolySci, Media, Communication etc. of Innovation
- Game Theory
- Game Theory
- Models of Innovation
- The Culture of Technologies, Interfaces, Inventions, and Innovation Processes
(More)
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- Web Technologies
- Game Theory
- Instructional Design
- Game studies
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Instructional Technology
- Web 2.0
(More)
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- Behavior (Behaviour)
- Design
- Edupunk
- Experience Design
- Experimental games
- Game Accessibility
- Game studies
- Game Based Learning
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Serious Games
- Video games and learning
(More)
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- Architecture
- Video Games
- Virtual Reality
- Heritage Visualization
- Interaction Design
- Participatory Design
- Instructional Design
- Experimental games
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- ICT Educational design
- Intangible cultural heritage
- Intermedia
- Philosophy
- Vernacular Architecture
- Visual Culture in Education
- Visual Culture
- Visualization
(More)
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- Art Theory
- Arts Education
- Artificial Life
- Intercultural Communication
- Media Studies
- Propaganda
- Publishing
- Rhetoric
- Media Literacy
- Computer Science
- Countercultural studies
- Critical Utopics
- Cultural Politics
- Identity politics
- Culture & Heritage Informatics
- Cybercrimes
- Cybernetics
- Drugs And Addiction
- Game Theory
- Gambling Studies
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Gender and Sexuality
- Gerontology
- History of concepts
- History of Technology
- Image Science
- Intercultural Performance
- Jean Piaget
- Labour Process
- Discourse Analysis
- Critical Legal Theory
- Social Security Law
- Marxism
- Mass Communication
- Media Art
- Metacognition and its development
- Multimedia
- Music and Politics
- Popular Music
- Open Access
- Open Journal
- Organizational Culture
- Philosophy
- Cultural Policy
- Public PolicyStudies
- Political communication
- Political Science
- Popular Culture
- Posthumanism
- Poststructuralism
- Praxis
- Propaganda & Indoctrination Studies
- Cognitive Science
- Political Psychology
- Qualitative methodology
- Rhetoric and Public Culture
- Rhetoric and Social Theory
- Rhetorical Invention
- Risk Governance
- History and Philosophy of Science
- Science Communication
- Science Policy
- Serious Games
- Social Justice
- Social Philosophy
- Social Problems
- Sociology
- Technology
- Textual Criticism
- Transdisciplinarity
- Video games and learning
(More)
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- Academic Freedom
- Academic Integrity
- American culture
- Anarchist Studies
- Business
- Communication
- Information Management
- Diffusion of Innovations
- Higher Education
- Game studies
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Gay And Lesbian Studies
- Gender and Sexuality
- Gender Studies
- Academic Writing
- Information Theory
- Women's Studies
(More)
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- Video Games
- Human Computer Interaction (HCI)
- Game studies
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
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- Academic Development
- Sensory Neuroscience
- Virtual Worlds
- Knowledge Structures
- Collaboration
- Location-based media
- Computer-mediated communcation
- Computer Science
- Character Design
- Computer Aided Design
- Design education
- Design Methods
- Design practice
- Design Research
- Design Support
- Design Theory
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Design Sneakinesses--unplanned second order effects of designs
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Science of Flawed/Failed Designs--from excess testicularities, attentional competitions, requirements politics, immediacy erosions of morale, etc.
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- Game Design
- Interaction Design
- Participatory Design
- Digital Journalism
- CMS
- Educational Technology
- Web 2.0
- Elearning
- Virtual Worlds
- Teaching English as a Second Language
- Engineering
- Experimental games
- Eye tracking
- Fuzzy set theory
- Game studies
- Game Based Learning
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- GPS Applications
- Graphic Design
- Intelligence
- International Education
- Internet science
- Languages and Linguistics
- Learning and Teaching
- Situated Learning
- Mass Communication
- Mathematical Programming
- Media Design
- Mobile Technology
- Multimedia
- Non-formal Education
- Online Instruction
- Open Access
- Open Journal
- Play
- Popular Education
- Associative Learning and Memory
- Category Learning
- Cognition and Assocaition
- Cognitive development
- Mental Representation
- Affect & Arousal
- Cognitive development
- Cognitive Modeling
- Computational Modellng
- Distributed Cognition
- Game Theory
- Learning & Memory
- Reading Habits/Attitudes
- Real Time Computing
- Research Methodology
- Editing of Journals
- Broadcast & Multimedia Technology
- Wireless Systems
- Sensor
- Serious Games
- Simulation in language learning
- Student Centered Learning
- Techno-information literacy
- TESOL
- Children's Literature
- User Education
- User Experience (UX)
- Video learning in the classroom
- Vocabulary
- Web Design
- Accessibility
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Coincident Memory Systems in Site Designs--muscle memory, verbal memory, association memory, remindings
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Economics of Website Design Genres--view traffic, click thru traffic, profit per visit, profit per click thru, etc.
- Impact of Interface Design
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Location, Location, Location--the contextuality of website value, webbing factors, network hubs, weak ties
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
- Word and Image Studies
(More)
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- Active Learning
- Inquiry Based Learning
- Instructional Design
- Teaching Thinking Skills
- Game studies
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- Psychology
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