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樓主: Agoraphobia
41#
發(fā)表于 2025-3-28 15:41:22 | 只看該作者
42#
發(fā)表于 2025-3-28 19:40:03 | 只看該作者
Springer Lexikon Kosmetik und K?rperpflege and intense use of theconcepts?identified.?This comes at the risk that hegemonic structures known from tourism also apply to video games and can be made visible by counter-narratives from the Global South. Based on these findings, we propose to use the method asking pictures to teach students about
43#
發(fā)表于 2025-3-28 23:08:45 | 只看該作者
Springer Lexikon Kosmetik und K?rperpflege creative guidance in scenario training, as well as potential unintended learning effects. It also addresses the challenges of integrating VR with traditional training?frameworks, emphasizing the necessity for trainees to understand and navigate the virtual world effectively. While VR training prese
44#
發(fā)表于 2025-3-29 04:37:55 | 只看該作者
https://doi.org/10.1007/978-3-662-01099-0controversial representation of Americanness and maintains it as a tension: it depoliticizes a variety of tropes associated with right-wing politics, yet a simplifying political reading of its setting as “Trump Country” also participates in the metaregional defamation whose binary cultural imaginati
45#
發(fā)表于 2025-3-29 10:55:22 | 只看該作者
46#
發(fā)表于 2025-3-29 11:52:00 | 只看該作者
47#
發(fā)表于 2025-3-29 17:40:14 | 只看該作者
https://doi.org/10.1007/978-3-642-56998-2f a computer game. Consequently, location-based games can also be used to search for traces in the sense of Hard’s theory. But is the use of a location-based game in this context a medium that enables a search for traces, or is the game itself moreover a trace, which needs to be analysed in the clas
48#
發(fā)表于 2025-3-29 22:47:48 | 只看該作者
Springer W?rterbuch Gesundheitswesento easily make choices motivated by self-transcendence motivated values while still scoring high. The game incentivized competition to the detriment of self-transcendence motivated decision making. These results illustrate the importance of testing assumptions of a game and ensuring that incentives
49#
發(fā)表于 2025-3-30 03:00:35 | 只看該作者
Springer-Handbuch der Mathematik Ies that perhaps go beyond previous views. Video games are an essential part of youth culture and systems in itself. Video games create digital spaces that deal with geographical issues. Video games further somehow digitally represent aspects of the real world and therefore shape the views students/p
50#
發(fā)表于 2025-3-30 06:41:49 | 只看該作者
Exploring the Intersection of Gaming and Geography: An Introductory Overview of Emerging Discourses education. Through a combination of theoretical insights, empirical evidence, and practical examples from both school and university settings, the book aims to bridge the gap between discourse and practice, enriching the pedagogical approach to geography with innovative perspectives from video game
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