Essays about: "Interactive Content"

Showing result 1 - 5 of 128 essays containing the words Interactive Content.

  1. 1. POTENTIALS FOR LEARNING IN THE DESIGN OF DIGITAL TEXTBOOKS

    University essay from Göteborgs universitet/Institutionen för pedagogik, kommunikation och lärande

    Author : Sonja Husgafvel; [2023-07-03]
    Keywords : Digital Textbooks; ; Multimodal Text Analysis; ; Semiotic Theory; ; Visual Grammar; ; Potentials for learning; ; History;

    Abstract : 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potentials associated with the different designs of digital textbooks and their implications for the representation of historical content.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

  2. 2. LEARNING FOR ALL IN THE DIGITAL MUSEUM

    University essay from Göteborgs universitet/Institutionen för pedagogik, kommunikation och lärande

    Author : Tove Hjelm; [2023-02-20]
    Keywords : accessibility; online exhibitions; universal design for learning UDL ;

    Abstract : 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

  3. 3. Prototyping Tool for Large Scale Interactive Experiences

    University essay from Lunds universitet/Institutionen för designvetenskaper

    Author : Venkata Satya Anurag Gargeya Unnava; Yiyang Liu; [2023]
    Keywords : Virtual Reality; Augmented Reality; Interactive Content; Large Scale Interactive Content; Visualizer; Simulations; Technology and Engineering;

    Abstract : 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

  4. 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 Handelshögskolan

    Author : Zachary Sporn; [2023]
    Keywords : Experiential Marketing; Golf Industry; Customer Engagement; Customer Loyalty; Emotional Response; Recreational Sports;

    Abstract : 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

  5. 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/Engelska

    Author : Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Keywords : Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Abstract : 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