Essays about: "Interactive Content"
Showing result 1 - 5 of 128 essays containing the words Interactive Content.
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1. POTENTIALS FOR LEARNING IN THE DESIGN OF DIGITAL TEXTBOOKS
University essay from Göteborgs universitet/Institutionen för pedagogik, kommunikation och lärandeAbstract : Purpose: The aim of this study was to enhance the knowledge of the learning potentials associated with the different designs of digital textbooks and their implications for the representation of historical content. More specifically, the analysis focused on four Finnish digital history textbooks, with the Winter War being selected as the specific learning unit due to its significant role in the history of Finland. READ MORE
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2. LEARNING FOR ALL IN THE DIGITAL MUSEUM
University essay from Göteborgs universitet/Institutionen för pedagogik, kommunikation och lärandeAbstract : Purpose: Due to the COVID-19 pandemic, museum have increased their exploration of digital means to reach their audience. Museums are obliged to ensure that digital initiatives are in alignment with legal standards and guidelines for accessibility. READ MORE
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3. Prototyping Tool for Large Scale Interactive Experiences
University essay from Lunds universitet/Institutionen för designvetenskaperAbstract : In the age where entertainment is the driving force behind the functioning of large industries, companies like SONY have figured out a way to market their entertainment content including movies, music, and games using large-scale interactive marketing and promotional content. Building and testing such content before it is released on large and complex devices is a continuously challenging task and there have been efforts both in academia and industry made to ameliorate this content production workflow. READ MORE
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4. Hole-in-one Experiences : Evaluating the Impact of Experiential MarketingDimensions on Customer Engagement and LoyaltyWithin the Golf Course Industry
University essay from Jönköping University/Internationella HandelshögskolanAbstract : Background: The leisure and recreational sports market, a multibillion-dollar industry, isexperiencing a transformative shift. With increased competition and changing consumerdemographics, businesses and facilities are seeking innovative strategies to ensure customerretention and maintain profitability. READ MORE
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5. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation
University essay from Lunds universitet/EngelskaAbstract : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. READ MORE