Reading

O videogame como materialidade de texto em uma perspectiva histórico-cultural

Cultural History / Game studies / Literature / Serious Games / Multimedia / Reading / Textual Studies / Videogames / Literatura / Games / Leitura / Reading / Textual Studies / Videogames / Literatura / Games / Leitura

Drummond diferente: um olhar homossocial

Comparative Literature / Literature / Literary Theory / Reading / Literature and homoeroticism

Nelson Rodrigues: ficção e homoerotismo

Comparative Literature / Literary Theory / Reading / Literature and homoeroticism

Leitura: um processo cada vez mais complexo

Reading / Reading Comprehension / Leitura

Um modelo de leitura

Reading / Leitura

Professor Tanda

Information Systems / Cognitive Psychology / Computer Science / Human Computer Interaction / Information Technology / Music / Game Theory / Philosophy / Communication / Game studies / Education / Technology / Media Studies / New Media / Performing Arts / Design / Environmental Education / Social Networks / Usability / Mobile Learning / Computer Supported Cooperative Work (CSCW) / Ethnography / Philosophy of Education / Accessibility / Digital Media / Ubiquitous Computing / Persuasion (Psychology) / Gesture / Environmental Studies / Multimedia / Poetry / Mobile Technology / Interaction Design / Game Design / Metadata / Computer Games Technology / Embodiment / Graphic Design / Video Games / Video Game Design / Information behaviour / Design Research / Narrative and Design / Bakhtin / Pervasive Gaming / Applied Linguistics / Sound / Decision And Game Theory / Machinima / Performance / Physical Activity / Pervasive Computing / Reading / Cultural Identity / Interactive and Digital Media / Game Based Learning / Context-Aware Computing / Persuasive Uses of Technology / Interactive Media / Linguistics / Semantic Web / Mobile Communication / Environmental Sustainability / Persuasion / Dialogism / Art and technology / Crowdsourcing / Virtual Worlds / HCI / Sustainable Design / Persuasive Design / Behavioral Ecology / User eXperience / Mobile Computing / Mobile HCI / Green IT / System Design / Environmental Behaviour Change / Multidisciplinary design practices / User Research / Persuasive Media / Prototyping / Persuasive Video Games / Green Technology / Human Computation / Persuasive Technology / Cross Cultural Communication / Handheld Device Use / Pervasive Game / Cyborgs / Mobile phone / Game Spaces / Mass Collaboration / Eco innovation / Spatial Story Telling / Mobile and Location-Based Media / Game Studies / Digital Media Learning / User Evaluations / Mobile Computer / Music / Game Theory / Philosophy / Communication / Game studies / Education / Technology / Media Studies / New Media / Performing Arts / Design / Environmental Education / Social Networks / Usability / Mobile Learning / Computer Supported Cooperative Work (CSCW) / Ethnography / Philosophy of Education / Accessibility / Digital Media / Ubiquitous Computing / Persuasion (Psychology) / Gesture / Environmental Studies / Multimedia / Poetry / Mobile Technology / Interaction Design / Game Design / Metadata / Computer Games Technology / Embodiment / Graphic Design / Video Games / Video Game Design / Information behaviour / Design Research / Narrative and Design / Bakhtin / Pervasive Gaming / Applied Linguistics / Sound / Decision And Game Theory / Machinima / Performance / Physical Activity / Pervasive Computing / Reading / Cultural Identity / Interactive and Digital Media / Game Based Learning / Context-Aware Computing / Persuasive Uses of Technology / Interactive Media / Linguistics / Semantic Web / Mobile Communication / Environmental Sustainability / Persuasion / Dialogism / Art and technology / Crowdsourcing / Virtual Worlds / HCI / Sustainable Design / Persuasive Design / Behavioral Ecology / User eXperience / Mobile Computing / Mobile HCI / Green IT / System Design / Environmental Behaviour Change / Multidisciplinary design practices / User Research / Persuasive Media / Prototyping / Persuasive Video Games / Green Technology / Human Computation / Persuasive Technology / Cross Cultural Communication / Handheld Device Use / Pervasive Game / Cyborgs / Mobile phone / Game Spaces / Mass Collaboration / Eco innovation / Spatial Story Telling / Mobile and Location-Based Media / Game Studies / Digital Media Learning / User Evaluations / Mobile Computer

Performance oral e Videogame enquanto suporte de texto narrativo: O caso do jogo The Sims

Cultural History / Orality-Literacy Studies / Reading / Textual Studies / Videogames / Games / Videogame Studies / The Sims 4 DOWNLOAD / The Sims 4 / Games / Videogame Studies / The Sims 4 DOWNLOAD / The Sims 4

Cognitive tasks augment gamma EEG power

Engineering / Nonparametric Statistics / Cognition / Reading / Electroencephalography / Word Learning / Learning / High Frequency / Video segmentation / Humans / Cerebral Cortex / Spectral analysis / Female / Male / Statistical Significance / Oscillations / Clinical Neurophysiology / Adult / Word Learning / Learning / High Frequency / Video segmentation / Humans / Cerebral Cortex / Spectral analysis / Female / Male / Statistical Significance / Oscillations / Clinical Neurophysiology / Adult

Alberto, Orpheu, Álvaro: pontes

Comparative Literature / Reading / Portuguese Literature / Literature and homoeroticism

TEMPORARY SPELLING

Education / Teaching English as a Second Language / Special Education / Teacher Education / Early Childhood Education / Early Childhood Literacy / Reading / Teacher Training / Teachers' professional development / Spelling / Special Educational Needs / Special Education Teacher Education / Teaching and Learning Writing and Reading / Elementary Education / Special Education Needs and Inclusive Practice / Whole Brain Learning / Early Childhood Literacy / Reading / Teacher Training / Teachers' professional development / Spelling / Special Educational Needs / Special Education Teacher Education / Teaching and Learning Writing and Reading / Elementary Education / Special Education Needs and Inclusive Practice / Whole Brain Learning

O ensino de literatura como fantasmagoria. Revista da ANPOLL (Impresso). , v.1, p.209 - 222, 2012.

Reading Habits/Attitudes / Reading / Literatura brasileira / Ensino / Leitura / Ambiente escolar| / VESTIBULAR / Ensino de Literatura / Ensino Medio / Ambiente escolar| / VESTIBULAR / Ensino de Literatura / Ensino Medio
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