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Vol. 1 No. 1 (2016)
Vol. 1 No. 1 (2016)
Published:
2017-10-22
Theory
Homo technicus - a man in the information society
Aleksandra Marcinkiewicz-Wilk
PDF
Trends in Digital Education
Andrzej Postawa
PDF
Popularisation of traditional children's games through information-communication technology in contemporary education
Adnan Tufekčić
PDF
New media in the classroom from the perspective of transactional analysis
Zbigniew Łęski
PDF
Teaching Metaverse. What and how to (not) teach using the medium of virtual reality
Michal Kabát
PDF
Research
“Distance and Avatar” – selected elements of computer-mediated communication (CMC) and the reception of self-presentation contents
Luba Jakubowska
PDF
Positive effects of game-based learning on student project work in higher education
Sanja Petričić
PDF
The influence of computer games on second language acquisition
Małgorzata Serafin
PDF
A different cultural education. The use of location-based games in academic education
Ewa Jurczyk-Romanowska, Jacek Gulanowski
PDF
Practice
The use of games and ICT in education of children with special needs
Elena Reprintceva
PDF
The gamification of writing support in non-Anglophone contexts: a practice model using the characteristics of video game design
Shaana A. Aljoe
PDF
The development and implementation of a language learning activity: the Dalya game
Hasan Coşkun
PDF
Learning mathematics through games in primary school: an applicative path
Paolo Di Sia
PDF
Learning through play – the educational reflection following compensatory activities conducted in primary grades 1-3 using PUS blocks
Ewelina Piecuch
PDF
Transgression
Racism in public discourse in Poland. A preliminary analysis
Margaret Amaka Ohia
PDF
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