Literatura académica sobre el tema "Minecraft (Game) – Juvenile literature"
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Artículos de revistas sobre el tema "Minecraft (Game) – Juvenile literature"
Cipollone, Maria, Catherine C. Schifter y Rick A. Moffat. "Minecraft as a Creative Tool". International Journal of Game-Based Learning 4, n.º 2 (abril de 2014): 1–14. http://dx.doi.org/10.4018/ijgbl.2014040101.
Texto completoNaruszewicz, Adam. "Zmiany w kulturze edukacji w środowisku cyfrowym w perspektywie kompetencji cyfrowych dzieci – ujęcie teoretyczne". Parezja. Czasopismo Forum Młodych Pedagogów przy Komitecie Nauk Pedagogicznych PAN, n.º 1(19) (2023): 31–43. http://dx.doi.org/10.15290/parezja.2023.19.03.
Texto completoCoutinho, Luciano R., Victor M. Galvão, Antônio de Abreu Batista, Bruno Roberto S. Moraes y Márcio Regis M. Fraga. "Organizational Gameplay: The Player as Designer of Character Organizations". International Journal of Computer Games Technology 2015 (2015): 1–11. http://dx.doi.org/10.1155/2015/731031.
Texto completoGao, Zitong. "The Analysis of Juvenile Game Addiction and Its Influence". Communications in Humanities Research 5, n.º 1 (14 de septiembre de 2023): 73–76. http://dx.doi.org/10.54254/2753-7064/5/20230072.
Texto completoHidaya, Nurman y Yasipin Aisna. "Pendidikan Karakter Anak Usia Dini sebagai Upaya Peningkatan Karakter Bangsa : Literature Review". Jurnal Hawa : Studi Pengarus Utamaan Gender dan Anak 2, n.º 1 (28 de junio de 2020): 11. http://dx.doi.org/10.29300/hawapsga.v2i1.2793.
Texto completoKeser, Tetiana Rybchenko. "The Training of the Fufure Teachers of Ukrainian Language and Literature by Means of Interactive Studying Techniques". Professional Education: Methodology, Theory and Technologies, n.º 11 (25 de junio de 2020): 248–69. http://dx.doi.org/10.31470/2415-3729-2020-11-248-269.
Texto completoPurwaningsih, Eni, Ira Nurmala y Mohammad Zainal Fatah. "Systematic review of health promotion policies or regulations with CCAT theory". Journal of Public Health Research 12, n.º 1 (enero de 2023): 227990362311534. http://dx.doi.org/10.1177/22799036231153479.
Texto completoQuiring, Tyler. "From Voxel Vistas: Place-Making in Minecraft". Journal For Virtual Worlds Research 8, n.º 1 (4 de febrero de 2015). http://dx.doi.org/10.4101/jvwr.v8i1.7122.
Texto completoHanghøj, Thorkild. "Teachers’ framing and dialogic facilitation of Minecraft in the L1 classroom". L1-Educational Studies in Language and Literature, 13 de julio de 2022, 1–31. http://dx.doi.org/10.21248/l1esll.2022.22.2.364.
Texto completoNardi, Andrea, Andrea Benassi y Elisabetta Cigognini. "Minecraft: A Remote Laboratory for Game-Based Distance Learning". Ubiquity Proceedings, 27 de octubre de 2023. http://dx.doi.org/10.5334/uproc.77.
Texto completoTesis sobre el tema "Minecraft (Game) – Juvenile literature"
Cupertino, Edson Ribeiro. "Vamos jogar RPG?: diálogos com a literatura, o leitor e a autoria". Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/8/8156/tde-13022009-122722/.
Texto completoThe present search is resulted of the investigation involving Roleplaying loves, literature and society. The structures fictionists and the forms of the wonderful story, presents in the interactive narratives, propitiate a rescue and actualization of the contemporary production in the perspective of the collective creation of the plot and in the characters\' elaboration in the flow of fictions. It was used as a corpus of discussions in the forums of the gender, players\' registrations on happy cases and unhappy results in the use of the rules of the grammar of the fiction. The practice that turns the reader a careful manipulator of the fiction, subject and creator of narratives, it can be observed in the experience with authorship and education, accomplished at a public school. Finally, the interactive narratives are an indicative of the creation need that the human being possesses where, when telling their stories, they not just denounce the literary structures and fictionists in game, but a skilled reader\'s presence in the manipulation of the cultural universe that surrounds it, whose elementary rules are the one of the authorship.
Libros sobre el tema "Minecraft (Game) – Juvenile literature"
Zeiger, James. Minecraft beginner's guide. Ann Arbor, Michigan: Cherry Lake Publishing, 2016.
Buscar texto completoMilton, Stephanie. Minecraft: Essential handbook. New York: Scholastic, Incorporated, 2015.
Buscar texto completoWiltshire, Alex. Minecraft: Mobestiary. New York: Del Rey, 2017.
Buscar texto completoO'Hanlon, Martin. Adventures in minecraft. 2a ed. Indianapolis, IN: John Wiley & Sons, Incorporated, 2018.
Buscar texto completoDavey, Joey. Forest fun with Minecraft. New York: Gareth Stevens, 2018.
Buscar texto completoill, Ross Sam y Mojang AB (Firm), eds. Minecraft: Guide to : farming. New York: Del Rey, 2018.
Buscar texto completoZeiger, James. Minecraft: Mining and farming. Ann Arbor, Michigan: Cherry Lake Publishing, 2016.
Buscar texto completoDavey, Joey. Ride the waves with Minecraft. New York: Gareth Stevens, 2018.
Buscar texto completoDavey, Joey. Sky's the limit with Minecraft. New York: Gareth Stevens, 2018.
Buscar texto completoJelley, Craig. Minecraft: Guide to : redstone. New York: Del Rey, 2017.
Buscar texto completoCapítulos de libros sobre el tema "Minecraft (Game) – Juvenile literature"
Busuttil, Leonard, Christina Gruppetta y Vanessa Camilleri. "Minecraft Schooling". En Advances in Game-Based Learning, 481–501. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9629-7.ch023.
Texto completoCipollone, Maria, Catherine C. Schifter y Rick A. Moffat. "Minecraft as a Creative Tool". En Gamification, 956–69. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch047.
Texto completoPereira da Rosa, Lucas y Luis Teixeira. "Minecraft for Remote Learning of Computational Thinking in Pandemic Times". En Handbook of Research on Adapting Remote Learning Practices for Early Childhood and Elementary School Classrooms, 316–36. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-8405-7.ch018.
Texto completoYi, Sherry. "Beyond Button Smashing". En Educational Technology and Resources for Synchronous Learning in Higher Education, 188–210. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7567-2.ch010.
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