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樓主: Agoraphobia
21#
發(fā)表于 2025-3-25 03:40:24 | 只看該作者
https://doi.org/10.1007/978-3-642-56998-2r the implementation of field trips. According to a constructivist theoretical approach, space is to be understood as a social construct and not only as a physical phenomenon. Consequently, the question arises as to how the implementation of a field trip can be theoretically justified. An answer to
22#
發(fā)表于 2025-3-25 10:15:46 | 只看該作者
Springer W?rterbuch Gesundheitsweseninability. These goals align with self-transcendence motivated values, which mean to extend one’s sense of self; i.e., to want the welfare of other humans (equity) and non-humans (sustainability). Serious games, a type of role-play simulation with a specific societal goal, could be used to teach pla
23#
發(fā)表于 2025-3-25 13:42:40 | 只看該作者
Springer-Handbuch der Mathematik Igraphic subject matters. They represent systematic patterns of thought and analysis patterns as well as explanatory approaches, and they can represent the subject-specific approach of geography to a learning object. Thus, the key concepts and the responsibility to understand the objectives and struc
24#
發(fā)表于 2025-3-25 19:38:02 | 只看該作者
25#
發(fā)表于 2025-3-25 20:31:33 | 只看該作者
Dimensions of Space in Digital Gamess in digital games. Through interdisciplinary extending previous attempts, five dimensions are identified: technologies, bodies, architectures, geographies, and discourses. These highlight the dynamic multiplicities of digital games and provide a theoretical framework as well as analytical guideline
26#
發(fā)表于 2025-3-26 02:49:10 | 只看該作者
Caught Between a Rock and a Ludic Place: Geography for Non-geographers via Gameswill explain how games and game engines can be modded (modified) to allow players to explore aspects of GeoHumanities, in particular, place and presence, from a perspective aligned with a selection of concerns and methods in cultural geography and critical geography.
27#
發(fā)表于 2025-3-26 04:25:45 | 只看該作者
28#
發(fā)表于 2025-3-26 10:08:05 | 只看該作者
Digital Location-Based Gaming as a Mode for Transformative Learningo a transformation of one‘s lifestyle. With high hopes of preparing students for global challenges and sensitizing them to act in solidarity, the pedagogical approach of . (.) is now part of many curricula, but this does not necessarily achieve the desired success. The field of . is currently develo
29#
發(fā)表于 2025-3-26 14:58:07 | 只看該作者
Developing a Reflexive Spatial Analysis Model for Video Games: Exploring Digital Spatial Constructiouction of space into focus in geography as a spatial science. In video games, vast digital spaces are created and experienced. These digital spaces—often oriented to “real” spaces—are created by designers/programmers based on different motives, values, prior knowledge domains, abilities, emotions, a
30#
發(fā)表于 2025-3-26 17:17:43 | 只看該作者
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