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Rodrigues, Luiz; Pereira, Filipe D.; Toda, Armando M.; Palomino, Paula T.; Pessoa, Marcela; Carvalho, Leandro Silva Galvão; Fernandes, David; Oliveira, Elaine H. T.; Cristea, Alexandra I.; Isotani, Seiji – International Journal of Educational Technology in Higher Education, 2022
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term…
Descriptors: Game Based Learning, Novelty (Stimulus Dimension), Familiarity, Learning Processes
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Li, Rashel; Orthia, Lindy A. – International Journal of Science Education, Part B: Communication and Public Engagement, 2016
In this paper, we discuss a little-studied means of communicating about or teaching the nature of science (NOS)--through fiction television. We report some results of focus group research which suggest that the American sitcom "The Big Bang Theory" (2007-present), whose main characters are mostly working scientists, has influenced…
Descriptors: Scientific Principles, Programming (Broadcast), Television, Focus Groups
Prideaux, Gary D.; Hogan, John T. – 1994
An analysis of oral and written discourse focuses on the hypothesis that marked structures serve to code discourse boundaries and signal the advent of new discourse units. The hypothesis is examined against three independent sets of data: (1) discourse from a larger study, in which subjects provided oral or written narrative descriptions, in…
Descriptors: Contrastive Linguistics, Discourse Analysis, English, Fiction