条街道往前推 发表于 2025-3-23 12:09:28

https://doi.org/10.1007/978-3-642-91657-1g interests and practices useful in the construction of “environments for active learning” (pp. 54–55), spaces where students can share their experiences of gaming to develop insights that they might not reach on their own.

Prognosis 发表于 2025-3-23 16:46:39

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superfluous 发表于 2025-3-23 18:49:13

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POWER 发表于 2025-3-23 22:58:35

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世俗 发表于 2025-3-24 06:24:56

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思想上升 发表于 2025-3-24 10:34:38

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会犯错误 发表于 2025-3-24 13:59:34

Nieren und ableitende Harnwege,rst games . and . were also among the first computer games and led to the creation of Infocom, one of the most successful computer game companies of the 1980s. While IF games are no longer commercially viable, they are still being created, downloaded, and played by members of various Internet groups.

鬼魂 发表于 2025-3-24 15:18:48

Der Stoffaustausch durch die Capillarwand, to have meaning. This sense of embodied meaning is created not only by the player’s growing understanding of the game’s unfolding story lines, but also by the developing narrative of game play generated by her own dramatic engagement with the game itself.

Congregate 发表于 2025-3-24 21:04:38

Anatomie und Physiologie für Pflegeberufeenting the majority of current college students, is famous. However, gaming still had an impact on how these case-study participants learned to be digitally literate in ways that can be informative for teachers of Generation Y and beyond.

硬化 发表于 2025-3-25 01:54:59

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查看完整版本: Titlebook: Gaming Lives in the Twenty-First Century; Literate Connections Cynthia L. Selfe (Humanities Distinguished Profess Book 2007 Palgrave Macmil