806 research outputs found

    Candy Crush

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    Candy Crush is a short experimental film that explores varied experiences of migrants who leave their childhood memories and historical roots behind. It interweaves two narratives; the reminiscences of a migrant (myself) who has left Iran for Canada; and the story of a pregnant woman who has travelled to Canada with her four-year old daughter in order to gain Canadian citizenship for the newborn. The film narrates these stories through the perspective of a child, and consists of text-on- screen narration, green-screen tableaus, documentary sequences and animation. The documentary portions were filmed when I was taking care of the four year old while her mother was dealing with pregnancy and delivery. During that period, I had to establish a close relationship with the child and answer all her questions in regards to the cultural differences between Iran and Canada. I had to use my cat, guitar, television, and candy shopping in order to distract her attention from some topics that were difficult to discuss. However, I hate candies, since they remind me of my own childhood isolation. These childhood memories were revived when I took the little girl candy shopping. The result is Candy Crush, a film about my own childhood memories that are interweaved with the story of the little girls migration to Canada

    Spartan Daily, April 25, 2003

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    Volume 120, Issue 58https://scholarworks.sjsu.edu/spartandaily/9854/thumbnail.jp

    From games played by secondary students to a gamification framework

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    Playing video games is attractive for most students. Most of them have mobile devices and play mobile games anywhere and anytime. In this paper we report the most played digital games by Portuguese students from grades 10 to 12. A survey was conducted in Portugal (n=697) in 2013. The diversity of games played is huge, and there are differences in gender preferences and game habits. We analyzed the students' preferred games according to Gee’s (2003) learning principles and to game elements. Based on this data we propose a gamification framework to create gamified activities for Secondary School students

    The Cowl - v.77 - n.18 - Mar 21, 2013

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    The Cowl - student newspaper of Providence College. Vol 77 - No. 18 - March 21, 2013. 28 pages

    Rotunda - Vol 10, No 25 - April 2, 1930

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    The Montclarion, October 25, 2012

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    Student Newspaper of Montclair State Universityhttps://digitalcommons.montclair.edu/montclarion/1966/thumbnail.jp

    The Montclarion, October 25, 2012

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    Student Newspaper of Montclair State Universityhttps://digitalcommons.montclair.edu/montclarion/1989/thumbnail.jp

    Volume 20 - Issue 8 - May, 1911

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    https://scholar.rose-hulman.edu/technic/1436/thumbnail.jp

    Daily Eastern News: November 17, 1936

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    https://thekeep.eiu.edu/den_1936_nov/1002/thumbnail.jp

    Bulloch Times (Statesboro News-Statesboro Eagle)

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    https://digitalcommons.georgiasouthern.edu/bulloch-news-issues/2764/thumbnail.jp
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