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Titlebook: Requirements Engineering: Foundation for Software Quality; 21st International W Samuel A. Fricker,Kurt Schneider Conference proceedings 201

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Marian Daun,Thorsten Weyer,Klaus Pohlight when he argues that good video games “operate with—that is, they build into their designs and encourage—good principles of learning, principles that are better than those in many of our skill-and-drill, back-to-basics, test-them-until-they-drop schools” (p. 205) (which is not to say that all vi
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Martina de Gramatica,Katsiaryna Labunets,Fabio Massacci,Federica Paci,Alessandra Tedeschid Fleming and Rickwood (2001) found that video games, among others, contributed to aggression and violence, scholars such as James Gee (2003), Cynthia Selfe (2004), and Durkin and Barber (2002) have looked at the complex ways in which video/computer games are embedded in certain principles of learni
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Olga LiskinGee, represent a group of related semiotic domains marked by the same kinds of literate practices that might characterize successful literacy in other domains, such as school, home, or community. According to Gee, semiotic domains are reciprocally constituted by internal and external “design grammar
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Heli Hiisilä,Marjo Kauppinen,Sari Kujalaer 2019, were conducted with active gamers between the ages of 20 and 69 years. The results revealed that most active gamers are in their twenties and thirties, thus indicating that the relatively younger generation could accelerate this recent trend. Furthermore, men tended to be more active gamers
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Richard Berntsson Svensson,Björn Regnellkr, Facebook, Twitter, and Tumblr—that enable users to upload and share their own small media content (Copier 2009; Jenkins et al. 2013). In Malaby’s terms, although ‘play’ can no longer be used as a term for a distinct and bounded human activity (and it is perhaps doubtful if this has ever been the
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