|
|
|||
|
||||
OverviewThere are four aspects that form the basis of this research. The first refers to the influence that technology and communication media have on childhood. The second suggests educational work that uses simulation conditions as a means of learning. The third point deals with the construction of the product based on the natural reactions of the recipient. Apart from the favourable conditions of video games themselves, arts education also has its expectations. Finally, the combination of postmodern virtual reality, conditions provided by the simulation environment, the behaviour of the target audience, and the influences of artistic content favour the production of a video game with an intercultural focus. This can narrow the geographical and economic barriers that exist between students from different contexts. Full Product DetailsAuthor: Fabiana Martins de Oliveira , Hermes Renato HildebrandPublisher: Our Knowledge Publishing Imprint: Our Knowledge Publishing Dimensions: Width: 15.20cm , Height: 0.60cm , Length: 22.90cm Weight: 0.136kg ISBN: 9786209086809ISBN 10: 6209086802 Pages: 92 Publication Date: 10 October 2025 Audience: General/trade , General Format: Paperback Publisher's Status: Active Availability: Available To Order We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |
||||