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Artykuły w czasopismach na temat "Minecraft (Game) – Juvenile literature"

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Cipollone, Maria, Catherine C. Schifter i Rick A. Moffat. "Minecraft as a Creative Tool". International Journal of Game-Based Learning 4, nr 2 (kwiecień 2014): 1–14. http://dx.doi.org/10.4018/ijgbl.2014040101.

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Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game world. The authors demonstrate that Minecraft offers a unique opportunity for students to display their creativity and understanding of concepts in ways that are more feasible than if they were attempted in the “real” world. It is also relevant to point out that the epistemology associated Minecraft is constructionist in its nature, which implicates a different style of instruction than is typically employed in the U.S. classroom. The authors pose some questions about the diffusion of games like Minecraft in the future, based on their discussion of similar technologies in the past.
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Naruszewicz, 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, nr 1(19) (2023): 31–43. http://dx.doi.org/10.15290/parezja.2023.19.03.

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This paper was prepared to highlight the changes which shaping the culture of children’s education in digital environments. The text include a theoretical review of the literature about: culture of education, digital environments, and children digital literacy. This paper reviews Jerome Bruner’s educational theory in reference to children digital literacy. The considerations contained in the article are based on examples of technologies such as: virtual reality, augmented reality, and the digital environment in Minecraft computer game. As a result of the analyses, it was concluded that the current technological possibilities have changed the way children participate in digital culture. It was concluded that the child from the recipient of digital media has become their active creator. It has been assumed that it is needed a new look for technologies potential for the development of children’s digital competences.
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Coutinho, Luciano R., Victor M. Galvão, Antônio de Abreu Batista, Bruno Roberto S. Moraes i 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.

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Looking at the ways in which players interact with computer games (thegameplays), we perceive predominance of character-centered and/or microcontrolled modes of interaction. Despite being well established, these gameplays tend to structure the games in terms of challenges to be fulfilled on an individual basis, or by thinking collectively but having to microcontrol several characters at the same time. From this observation, the paper presents a complementary gameplay in which the player is urged to face collective challenges by designingcharacter organizations. The basic idea is to make the player structure and control group of characters by definingorganizational specifications(i.e., definitions of roles, collective strategies, and social norms). During the game, commanded by the player, artificial agents are then instantiated to play the roles and to follow the strategies and norms as defined in the organizational specification. To turn the idea into practice, the paper proposes an abstract architecture comprising three components or layers. This architecture is materialized in a proof of concept prototype that combines the Minecraft game server, JADE agent platform, and MOISE+ organizational model. Variations and possibilities are discussed and the proposal is compared to related work in the literature.
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Gao, Zitong. "The Analysis of Juvenile Game Addiction and Its Influence". Communications in Humanities Research 5, nr 1 (14.09.2023): 73–76. http://dx.doi.org/10.54254/2753-7064/5/20230072.

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With the development of the Internet, online games are becoming more and more popular. Boys, middle school students, and children have a higher percentage of minors playing online games, according to data from the 2020 National Research Report on Minors' Internet Use. The purpose of this paper is to study the reasons why minors are addicted to games and its impact on body and mind. Through literature reading and analysis, it is found that the important factors of teenagers addicted to the Internet are family factors and school factors. In the family, parents should try not to use mobile phones when they are with their children. In schools, schools should also teach students in accordance with their aptitude, pay attention to the all-round development of students, and enrich their cultural life.
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Hidaya, Nurman, i Yasipin Aisna. "Pendidikan Karakter Anak Usia Dini sebagai Upaya Peningkatan Karakter Bangsa : Literature Review". Jurnal Hawa : Studi Pengarus Utamaan Gender dan Anak 2, nr 1 (28.06.2020): 11. http://dx.doi.org/10.29300/hawapsga.v2i1.2793.

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ABSTRACTThe decline in the quality of the nation's character is characterized by the number of cases popping up that are not in accordance with norm values such as; rampant corruption, theft, murder, rape and juvenile delinquency cases such as brawls, free sex and drug abuse, to overcome this it is necessary to character education for children from an early age. The purpose of writing to find out how to improve the character of the nation based on Evidence Based. In the process of searching literature, several databases are used such as Pubmed, NCBI, goole shoolar and sciencedirect. It is expected that parents will set an example and instill good character in children and play a useful role playing game and prevent children from seeing unfavorable characters in the environment. With character education will develop the basic potential to be kind, think well, and behave well. Strengthening and building multicultural children's behavior, enhancing the competitive civilization of students in society. Keywork: Parenting, Game Types and Character Building
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Keser, 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, nr 11 (25.06.2020): 248–69. http://dx.doi.org/10.31470/2415-3729-2020-11-248-269.

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The article focuses on the theoretical and methodological aspects of the use of interactive learning and its advantages over traditional learning. The use of interactive learning in both secondary and higher education is analyzed. The research goal is to theoretically substantiate and highlight the introduction of methods of the model of training future Ukrainian language and literature teachers by means of interactive learning technologies, as well as to determine the factors of their choice. The main research methods used were analysis, generalization and modeling, observation, synthesis, systematization. The results of the conducted research allowed the author to reveal the qualities that a future teacher of Ukrainian language and literature should possess; to describe some pedagogical problems of training the future teachers of Ukrainian language and literature by means of interactive learning technologies.The benefit of this study is the defined content of interactive learning, which is believed to be a specially organized comfortable mutual learning of participants of the educational process as equal its subjects, which provides for their continuous active interaction, during which each of the students realizes and reflects all its knowledge and actions, feels successful and intellectually capable. The author identified such interactive learning methods of the model of training future teachers of Ukrainian language and literature in higher education institutions as: trainings, educational discussions; game technologies; interactive lectures: problem lectures, lecture-visualization, binary lecture, lecture-press conference, round table, cases, brainstorming. Moreover, the most used interactive learning methods of training future teachers of Ukrainian language and literature in universities are given and theoretically grounded; they are training, discussion, role playimg, method of «Spoiled phone», method of «remote project work Minecraft», «Сourt hearing», «Augmented reality», use of presentations. The author highlights their introduction into the work of the National Pedagogical Dragomanov University, states the positive aspects of interactive learning compared to classical one, determines seven factors for the choice of methods. As a result the author makes a conclusion that the use of interactive technologies not only contributes to the creation of an atmosphere of cooperation and mutual understanding in the educational institution, but also implements the basic principles of personality-oriented learning.
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Purwaningsih, Eni, Ira Nurmala i Mohammad Zainal Fatah. "Systematic review of health promotion policies or regulations with CCAT theory". Journal of Public Health Research 12, nr 1 (styczeń 2023): 227990362311534. http://dx.doi.org/10.1177/22799036231153479.

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One of the five Ottawa Charter’s means of action is the concept of “healthy public policy,” which is an approach to health promotion that is integrated with public policy. This concept can be used as an approach/method in solving health problems at the broader policy level and involving all sectors comprehensively, not just health promotion at the community level and the partial health sector, so that public health problems can be resolved properly. We conducted a systematic review of health promotion policies or regulations using CCAT theory. The purpose of this study is to find the state of the art of research related to stakeholder synergy in online game addiction prevention policies in adolescents. References and literature for this systematic review were collected from the Proquest, ScienceDirect, Pubmed, and Google Scholar databases. The search uses the boolean phrases “OR” and “AND.” Keywords: policy or regulation, health promotion, and community coalition action theory. The results of the systematic review conducted by the researchers showed that of the twenty selected articles, three articles used the coalition/partnership dimension from the CCAT theory, four articles used the stakeholder dimension, two articles used the collaboration dimension, five articles discussed school health policies, policies related to gaming disorders. One article on the analysis of the juvenile contraceptive law, one article on the prevention of mental health disorders, one article on health promotion interventions, and two articles on risk factors and self-regulation focus on online gaming addiction in adolescents. This study concludes that in the future, further research is needed regarding health promotion policies to prevent online game addiction in adolescents to develop specific policy recommendations related to preventing online game addiction in adolescents.
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Quiring, Tyler. "From Voxel Vistas: Place-Making in Minecraft". Journal For Virtual Worlds Research 8, nr 1 (4.02.2015). http://dx.doi.org/10.4101/jvwr.v8i1.7122.

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The concept of place informs much of human meaning-making in both space and time. This paper seeks to bridge gaps between the literature on place and research on video games and virtual worlds by finding points of intersection between each field. I analyze the immensely successful independently-developed video game Minecraft through my own experience and an analysis of gameplay videos uploaded to YouTube. The game serves as an ideal framework within which to study place-making due to three core qualities that illuminate intersections in place and video game/virtual worlds literature: (a) alteration/change, (b) proximity, and (c) conflict/cooperation. I problematize dichotomies between “actual” and “virtual” versions of reality as well as “physical” and “social” constructions of place. Through this study, I use Minecraft as an example of the consistency of human place-making across environments, whether digital or physical.
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Hanghøj, Thorkild. "Teachers’ framing and dialogic facilitation of Minecraft in the L1 classroom". L1-Educational Studies in Language and Literature, 13.07.2022, 1–31. http://dx.doi.org/10.21248/l1esll.2022.22.2.364.

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A fairly large body of research has documented how digital games can be used in L1 education. However, there is still a lack of detailed studies on how literacy teachers go about teaching with games as multimodal texts in the classroom. Revisiting earlier empirical work on the use of the sandbox game Minecraft in primary school, the aim of this paper is to explore how a specific game challenge is enacted in practice as seen from a dialogic perspective. Drawing on theories on games and literacies, dialogic education, and teachers as professional practitioners, the paper presents the Game as Educational Challenge (GEC) model in order to understand how L1 teachers frame specific game challenges and facilitate dialogue with the students in relation to their game experiences. The model is used to reanalyse empirical examples of how teachers from three primary schools adopted a teaching unit with Minecraft through different pedagogical approaches. The findings show not only how the teachers’ framing of the game challenges reflected their familiarity with the game, but also how they taught and related the game challenges to curricular aims in different ways. Moreover, it is found that the teachers negotiated authorial positions quite differently when facilitating classroom discussions with students about their game experiences.
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Nardi, Andrea, Andrea Benassi i Elisabetta Cigognini. "Minecraft: A Remote Laboratory for Game-Based Distance Learning". Ubiquity Proceedings, 27.10.2023. http://dx.doi.org/10.5334/uproc.77.

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Immersive learning environments are some of the technological and cognitive artifacts that can support active teaching approaches, in which product and process evaluation can sustain significant learning even in remote contexts, if well designed and calibrated for the students in training. The paper delves into the experience of remote laboratory teaching conducted within the MineClass project between 2018 and 2021, during which the pandemic school saw a reduction at a national level of active and collaborative laboratory activities due to social distancing, both in-person and remotely. The study integrates results from case studies, qualitative and quantitative surveys, and semi-structured interviews directed at participants in the experimentation. Within the larger primary sample, a follow-up questionnaire was administered in 2022 with the aim of exploring the didactic use of the video game during the pandemic years; most respondents reported continuing laboratory teaching activities with Minecraft even to support distance learning after the conclusion of the MineClass project. The results show the positive impact of the experimentation in terms of perceived added value by teachers for the development of cross-cutting competences, increased motivation, involvement, and autonomy of their students. Conference organisers' note: This paper was granted the EDEN Best Research Paper Award, in cooperation with The UNESCO Chair in Education and Technology for Social Change. It is a traditional award of EDEN Annual Conferences and Research Workshops. The appointed honourable jury blind selects 8-10 finalists and appoints only 1 Best Research Paper Award that is officially announced during the Gala dinner of the Conference. EDEN Best Research Paper Award competition is based on evaluation results on submission of Full Papers presented to the Annual Conference that follow five standard evaluation criteria: The paper deals with a research question. Rigorous examination/research methods are applied. Findings, results and outcomes are convincingly presented and critically examined. Conclusions are thoroughly discussed (including applicability, transferability, and further research. Literature is reviewed against state of the art. The composition of the honourable jury for the EDEN Best Research Paper Award is composed in cooperation with The UNESCO Chair in Education and Technology for Social Change: Alfredo Soeiro, Chair, University of Porto, Portugal Orna Farrell, Dublin City University, Ireland Maria Rosaria Re, University of Roma Tre, Italy
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Rozprawy doktorskie na temat "Minecraft (Game) – Juvenile literature"

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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/.

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O presente trabalho é resultado da investigação envolvendo Roleplaying game, literatura e sociedade. As estruturas ficcionais e as formas do conto maravilhoso, presentes nas narrativas interativas, propiciam um resgate e reatualização da produção contemporânea na perspectiva da criação coletiva do enredo e na elaboração das personagens no fluxo de ficções. Foram utilizados como corpus as discussões nos fóruns do gênero, registros de jogadores sobre casos felizes e resultados infelizes no uso das regras da gramática da ficção. A prática que torna o leitor um cuidadoso manipulador da ficção, sujeito e criador de narrativas, pode ser observada na experiência com autoria e educação realizada numa escola pública. Finalmente, as narrativas interativas são um indicativo da necessidade de criação do ser humano ao relatar os feitos de suas personagens e os caminhos de suas histórias; denunciam não apenas as estruturas literárias e ficcionais em jogo, mas a presença de um leitor habilidoso na manipulação do universo cultural que o rodeia, cujas regras elementares são as da autoria.
The 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.
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Książki na temat "Minecraft (Game) – Juvenile literature"

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Zeiger, James. Minecraft beginner's guide. Ann Arbor, Michigan: Cherry Lake Publishing, 2016.

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Milton, Stephanie. Minecraft: Essential handbook. New York: Scholastic, Incorporated, 2015.

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Wiltshire, Alex. Minecraft: Mobestiary. New York: Del Rey, 2017.

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O'Hanlon, Martin. Adventures in minecraft. Wyd. 2. Indianapolis, IN: John Wiley & Sons, Incorporated, 2018.

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Davey, Joey. Forest fun with Minecraft. New York: Gareth Stevens, 2018.

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ill, Ross Sam, i Mojang AB (Firm), red. Minecraft: Guide to : farming. New York: Del Rey, 2018.

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Zeiger, James. Minecraft: Mining and farming. Ann Arbor, Michigan: Cherry Lake Publishing, 2016.

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Davey, Joey. Ride the waves with Minecraft. New York: Gareth Stevens, 2018.

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Davey, Joey. Sky's the limit with Minecraft. New York: Gareth Stevens, 2018.

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Jelley, Craig. Minecraft: Guide to : redstone. New York: Del Rey, 2017.

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Części książek na temat "Minecraft (Game) – Juvenile literature"

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Busuttil, Leonard, Christina Gruppetta i Vanessa Camilleri. "Minecraft Schooling". W Advances in Game-Based Learning, 481–501. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9629-7.ch023.

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Playing digital games is an important leisure activity for a large number of us. Research shows that a large number of children play digital games for leisure purposes. One of the games played is Minecraft. This chapter outlines how Minecraft is being used in junior year settings by referring to academic literature as well as communities of practice available on the internet. The authors outline a set of activities incorporating Minecraft aimed at seven year olds which were designed to introduce a series of curricular topics in a class in a Maltese school. Following qualitative data analysis the chapter outlines a series of outcomes that were extracted from this project
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Cipollone, Maria, Catherine C. Schifter i Rick A. Moffat. "Minecraft as a Creative Tool". W Gamification, 956–69. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch047.

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Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game world. The authors demonstrate that Minecraft offers a unique opportunity for students to display their creativity and understanding of concepts in ways that are more feasible than if they were attempted in the “real” world. It is also relevant to point out that the epistemology associated Minecraft is constructionist in its nature, which implicates a different style of instruction than is typically employed in the U.S. classroom. The authors pose some questions about the diffusion of games like Minecraft in the future, based on their discussion of similar technologies in the past.
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Pereira da Rosa, Lucas, i Luis Teixeira. "Minecraft for Remote Learning of Computational Thinking in Pandemic Times". W 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.

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The chapter seeks to share the game design and development process for creating the game “The 4 Suspects,” a serious game for teaching computational thinking, using Minecraft. The intention is to provide information to serve as a starting point for teachers who want to create games for their classes but need an easy-to-use alternative to complex tools such as Unity and Unreal Engine. The game creation process consisted in a literature review about serious games, Minecraft and its educational benefits, and computational thinking. This chapter presents those concepts as well as the evaluation method used to validate the game. For nine days, teachers and researchers could play the game and evaluate it. The results were positive, and the experience could help other teachers in their game design process. That could allow a richer experience for remote learning given the benefits of use games with educational purposes.
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Yi, Sherry. "Beyond Button Smashing". W 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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This chapter is a literature review on synchronous learning in science classrooms primarily focused on the video game Minecraft (MC). The author argues that video games can and have been used as synchronous learning tools and as a means of live communication in the classroom. First, the author briefly discusses the historical foundations that has led to the modern video game industry to what it is today. Second, uses of MC and other video games in science classrooms are reviewed. This chapter also provides practical advice to education practitioners on ways to utilize video games and available lesson plans as a tool in science classrooms and offers researchers valuable insight on using video games as a means of expanding on their own research interests and projects.
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