Brock Dubbels

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The visual span for reading refers to the range of letters, formatted as in text, that can be recognized reliably without moving the eyes. It is likely that the size of the visual span is determined primarily by characteristics of early visual processing. It has been hypothesized that the size of the visual span imposes a fundamental limit on reading speed(More)
This paper describes cognitive ethnography as a method of choice for game studies, multimedia learning, professional development, leisure studies, and activities where context is important. Cognitive ethnography is efficacious for these activities, as it assumes that human cognition adapts to its natural surroundings (Hutchins, 1995, 2010) with emphasis on(More)
The experience of a successful adolescent learner will be described from the student’s perspective about learning the video game Dance Dance Revolution (DDR) through selected passages from a phenomenological interview. The question driving this investigation is, “Why did she sustain engagement in learning?” The importance of this question came out of the(More)
Yes, there are games that are suspect in what they allow people to experience in a virtual world, but as in books, video, film, and dinner conversations at family reunions, games offer a wide variety of subject matter and ways of interpreting it. There are games produced by high school students, artists, white extremists, church groups, and the US Army.(More)
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