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Abstract

Introduction

Technology develops in astonishing speed, if you need any real observable evidence of the rapid
progress of Video technology over the years, take a look at the gaming industry in 1998 Pong
(1972) such as black and white 2D From the early years of the game, 3D gaming trend, 3D
monster maze in 1981, and the primitive first-person shooters like Wildenstein 3D (1992) are
complex, life-saving shooters. Battlefield 3 (2011), there is no doubt that the gaming industry has
seen its fair share of technological advances.

Video gaming trend have not yet reached a real peak, as far as design and technology can be
good, in this article, we will see how the video game industry is changing and evolving.

Video game creation has become increasingly complex, and the cost of making gaming trend to
run in a major console has increased with this more complexity, once it was impossible to sync
millions of people in development costs, but in today's game Tens and even hundreds of millions
will be spent. It has pushed the development of the game in the Hollywood movie area in terms
of production and marketing costs.

The virtual reality is coming. Facebook's subsidiary Oculus VR is working hard on technology
and is doing capital and expertise to do so. Video gaming trend have already exceeded many
other types of entertainment as far as immersion occurs, and virtual reality adds another layer,
there will be further experiments with controls, such as gestures for voice, touch screen and
game mechanics. Video gaming trend are looking better every year, but we will enter a weird,
experimental step while working through new controls and viewing options. Nintendo's Wii U
Touchscreen Gamepad is an early step in this direction.

Like Hollywood, the video game industry needs to overcome more revenues of its intellectual
property because the cost of producing the product is very high, the sale is already there, with T-
shirts, figures, cap, mugs and more. The Halo series on Microsoft's Xbox has expanded into an
upcoming television series and a long rumor movie, in addition to novel and other forms through
comic books. It can become an approach to follow all successful video game series

Growth in mobile gaming are getting stronger, as well as the Konami and other companies say
publicly that they will focus on mobile. Here again, small studios are eaten by larger ones, but
the production cost due to platform limitations are more manageable. As a relatively new part of
the industry, Bracken points and profit models for mobile gaming have not been set up yet. Now,
ad-driven gaming trend are fermium gaming trend that require upgrades and gaming trend that
use virtual currency while you play. Mobile is to make money in gaming, but most developers
are working now also how to get it out.

The last and most important trend in the video game industry is that as far as demographics is
concerned, the expansion of the market. People are playing both gaming trend in the first and
following days, and the penis mixture is close to equal. Top level players competing in the
Esporta League have gained enough recognition that they can apply for professional athlete visas
while entering UK gaming, and it is still growing.

The video game industry has always been about innovation, so new technology; new controls
and new experiences are to be expected. Looking consolidation, acquisition and additional
revenue streams are responses to the financial realities of game development. Video gaming
trend cost a lot of money, so companies require different ways to make profits to stay in the deep
pockets and business.

The most interesting variation in the video game industry is the expanding demographic of
gamers. With more people playing gaming trend and demanding more immersive entertainment,
the future of the video game industry looks bright.
Problem Statement

Problem statement
In 2016 global gaming market reached to $99.5 billion and it was recorded as 8.5% increase than
2015 market. Industry is growing day by day with all new additions to different gaming
platforms including pc, consoles mobiles and tablets. For the first time, mobile gaming took a
larger share than PC with $36.9 billion, up 21.3% globally in last year. It is predicted that the
industry will reach for $118.6 billion in 2019 with mobile gaming up to $52.5 billion.

China leads the market owning more than quarter of the total market share and USA and Eastern
Europe ranked second and third. Gaming industry became a whole new level with the
introduction of VR(virtual reality). So many researchers in top level gaming companies
including Activision Blizzard, Disney Interactive Studios, Electronic Arts, Fox Digital
Entertainment, Ubisoft Entertainment and Warner Bros. Interactive Entertainment are
experimenting on VR and hope to introduce a new experience to gamers as well as public. Also
they are planning to launch multiplayer experience and physical collaboration in VR.

Most of the companies focused on small mobile games rather than huge pc and console
programs. Computer gaming got a huge blow back by the augmented reality used in mobile
games such as poke man go and ingress. Last year china alone had $10.0 billion market from the
total gaming market in the world. Mobile games like Clash of Clans transformed so many pc
gamers in to mobile gamers as it is easy and can be played from where ever the person is. Present
pc gamers are much like to use online games rather than off-line games. Steam is the biggest
client in online gaming. It will allows millions of computer gamers around the world to play with
each other and to rank themselves against each other.

Games like Dota 2 and League of legends have the largest price pools in gaming history. Last
year Dota 2 Boston majors price pool was $3,000,000. Gamers from all over the world
participate to the grand finale of the game. This is like a reality show and will be broadcasted liv
on internet and have more than 10 million views. Imagine the profit earn by the developers when
huge price is paid to the gamers. Online gaming is a trend that was excited for long time but it is
never getting old because addition of gamers day by day to market.
Biggest blow to the computer games are use of product without authorization of the developer.
Simply this means piracy. So many pirated copies of games are readily available in torrent sites
in internet. So many gamers tend to download the pirated versions of the games rather than
buying it from the company. This will reduce the targeted market share expected by the gaming
companies. Last year so many torrent sites were shut down due to the copyrights problem, but
several new sites were opened as a results of this.

Many companies show interest to use games as a part of their staff training, to reduce their stress
levels as well as to give them a stimulation of the work they need to do. So many sports use
games as a simulation programme.

United Kingdom has a long history of making world class video games. With the global games
market expected to grow in near future the opportunities for the UK games industry have never
been greater. there are 2,088 active games companies in the UK, operating at all sizes and
scales, with world-class talent across the full spectrum of games technologies from mobile, PC
and console, to fast-developing sectors such as VR and e sports. Last year after the successful
release of Grand Thief Auto V by Rockstar games. It got record earnings of $1 billion within 3
days and sold more than 6 million physical copies worldwide. In 2015, the market was estimated
to be worth 16.97 billion U.S. dollars they expects revenues to reach 19.72 billion by 2019.

Virtual reality shooing games are used in to train soldiers in army. Multi-purpose Arcade
Combat Simulator developed by the U.S. Army and one of the most prolific developers of Super
Nintendo (SNES) games, the Multipurpose Arcade Combat Simulator (MACS) used a light gun
to rate how well a soldier shoots. MACS also aided in learning to zero a rifle and other basic
aspects of marksmanship.

The use of new technology such as virtual reality gaming brings new possibilities with
significant improvement in learning outcomes. Serious gaming describes a technology that can
educate and train while entertaining users. This type of training can be very useful for health
professions because it improves learning outcomes creating a learner oriented approach and
providing a stealth mode of teaching to themselves. The problem statement is How to identify
future trends in computer game industry?
Objectives

Primary objective

 To identify future trends in computer game industry.

Secondary objective

 To identify different platforms in game industry.


 To compare the market of different gaming platforms.
 To compare the market of gaming industry in UK with other countries.
 To identify different populations using different gaming platforms.
 To explore the potential for expansion in gaming market using theoretical models.

Literature Review

Rapid entry of fast sophisticated technologies into every aspect of society, how, when and where
we work, how individuals, companies, and even the nations understand and organize themselves,
and how the educational system
In the 21st century, students should be structured to prepare effectively for life. The children of
school-age group all over the world are rich, omnipresent, "always connected"

Concerned about the need to improve the educational system to effectively prepare students for a
more technologically driven, interconnected and competitive "flat world" inspired by politicians,
teachers, parents, and others all over the world (Remarks, 2008; Burke, 2010) To continue to
provide students with the same kind of education, as the world is changing, they are well Shall
not be given. As Bill Gates (2005) said in his address at the National Educational Summit on
High Schools, "Training of Tomorrow's employees with today's high schools, trying to teach
children about today's computers at the 50-year mainframe This is the wrong tool for time. "For
developed countries, who have a historical GDP per capita and positive academic performance,
Have enjoyed a comfortable relationship between the 2010 Student Program Assessment (PISA)
program, which showed average in reading in the US; and science, but in mathematics below
average, compared to other countries, "... a warning and a The high income countries cannot
accept that they will make their comparative advantages in 'human capital' forever (Guru, 2010).

Challenges imposed on the rapid rate of technological change in the society are important,
because the skills and knowledge provided by classical education are no longer seen as a
sufficient preparation for success in life. Various "21st Century Skills" The rise of Taxonomies
and

Framework highlights the growing discrepancy between current academic results and skill sets
required to succeed in a rapidly changing world. The next generation of jobs will be
characterized by increased technology usage, extensive problem solving and complex
communication (Levi and Marne, 2004). These are skills that go beyond the typical reading,
writing and arithmetic of previous years. It is not only learning that students are changing, but
also how and when they learn. Today's students are growing with laptops, tablets, cell phones
and video calls, and they expect to use this technique in their daily interactions (NCRY and
Meter, 2003).

In this regard, an area of significant promise is a movement for the use of educational video
gaming trend in schools, which are learning tools. In response to this movement, many
commercial and custom made video gaming trend have been used to increase the learning
experience of students in K-12 classes (Bastian, Kearney and Van den Barge, 2009) around the
world. A 2011 horizon report reveals that there will be widespread use of enhanced reality and
game-based education in two to three years (Johnson, Smith, Willis, Levin and Haywood, 2011).
In the higher education cite the ability of Video gaming trend to teach important skills for future
jobs like advocacy, collaboration, problem solving, and communication to game-based learning
and strengthening skills.

While the previous teachers are reluctant to use video gaming trend or computer gaming trend in
the classroom, there is an increasing interest in the wider and diverse sections of the academic
establishment, to see the use of Video gaming trend as a serious education and evaluation tool. In
2005, the American Sciences Federation, Entertainment Software Association and the National
Science Foundation brought nearly 100 experts together to consider ways to develop next-
generation learning gaming trend. They found that many skills are demanded by the employers
to succeed in sports like thinking, planning, learning and technical skills.

(Federation of American Scientists, 2006) In the 2010 National Education Technology Plan of
Education Secretary Arne Duncan, he has asked for research to assess the complex skills of
"evaluation techniques, such as simulations, collaborative environments, virtual worlds, gaming
trend and Cognitive tutors can be used to include and motivate learners "(United States
Department of Education, 2010, p. Gee 15).

Perception Many people are doing it that adapt to adaptation and learning to adapt Video game
education while providing more effective and less intrusive measurements than conventional
assessment proposals. This paper provides an overview of some current thinking about Video
gaming trend in K-12 education. We present the definition of Video gaming trend for use in this
letter earlier. Next we discuss the theoretical benefits of the game, which are based in cognitive
and science of learning. Then we summarize the empirical research of evaluation of the use of
gaming trend for learning and evaluation. Finally, we present a

What Are Video gaming trend?

For the purposes of this letter, we will use the definition of Sullen and Zimmermann (2004)
gaming trend, a "system in which the players are involved in artificial conflict, which are defined
by the rules, resulting in a result" (Page 80). A Video game, then, refines the definition based on
the requirement of the game system to incorporate technology Simulation, augmented reality,
and traditional video gaming trend all come within this definition; However, purely virtual
world, such as the second life, will not be a game, because no result is a worthy result. Use of
game-related mechanisms for traditional teaching to enhance the motivation or engagement (for
example, leader boards, points, badges) or the use of gaming trend as a motivational reward
system to increase the element-motivation of "gasification" (For example, playing time as a
reward for earning

Performance) -The game is also not considered under this definition. While learning to increase
the motivation and improving engagement is really important, these types of approaches are
beyond the scope of the letter.

Video gaming trend Promise

Video gaming trend are considered to be the biggest and fastest growing market segment in the
multibillion-dollar entertainment industry. The global market for the Video market is more than
billions of dollars (krimmer and McFarland, 2004), and development costs, revenue and
audiences, and much more in comparison to the film industry (krimmer, 2002). 97% of
American teens regularly play some types of Video gaming trend (Len hart, Kahn, Middaugh,
Magill, Evans, and Vital, 2008); it is not surprising that there is a big and growing interest in the
game's applicability. In.

U.S. In the past century, there has been a broad and continuing stance in using the power of
technology to add contemporary relevance and improvements (Flodden and Balky, 2005).
Working continuous flow of technologies from Victuals, Slides and Film Projectors, Radio,
Television, Overhead Projectors, Computers, Internet etc. to increase the engagement of
students, improve classroom efficiency, solve teacher shortage, and try normally. Is. "Fix the
system" (Fabio, 2001) Better predictions of these new technologies have no doubt about the
ability to change the education better, but probably not entirely without merit. Video gaming is
achieving such high expectations and bold claims. In this letter, we will examine the theoretical
and practical evidence behind these five claims:

1. Gaming trend have been built on sound teaching principles


2. Gaming trend provide personal learning opportunities.

3. Gaming trend provide more engagement for learning

4. Teach game 21st century skills.

5. Gaming trend provide an environment for authentic and relevant assessment.

Games are built on Sound Learning Principles

Game development is an important element for healthy infant development (Ginsberg, 2007),
including development. Children learn through the imaginative drama (Cordova and Leong,
2003; Hirsh-Pace, Golikinkoff, and Air, 2003; Jigger, Singer, and Bishop-Joseph, 2004). Since
Video gaming trend can provide a chance to play through simulated environments, learning from
this gaming trend is not a distraction, but can be an integral part of learning and intellectual
development (k, 2009). We think and think better when we can imagine a situation and who
prepares us for action, present a similar situation through the game simulation, we think,
understand, prepare and execute to act (G, 2003).

An attractive element of gaming experience as a learning tool is that it provides opportunities for
continuous practice because negative results are not usually associated with failure, instead,
experience of learning failure (G, 2009 Graf, Howells and Kramer, 2010; K, 2009, Clapper,
Oster well, and Salon, 2009) are an integral part. This encourages the players to improve through
repeated practice by moving ahead or playing some parts of the game again. Failure with limited
results, agency and choice is seen as important elements of a true gaming experience. He said, in
terms of education where a game can become an essential activity related to the actual outcome,
there can be a defect in these key elements, so that students can get an opportunity to practice
and realize some gambling benefits .

Games have also been made with clear goals and provide immediate feedback (Vickie, 2005).
This allows players to make changes in their game play to improve their performance and reach
their goals. The idea of instantaneous feedback is also prominent in initial assessment processes
too. During creative feedback, the students will improve their work (Black and William,
1998) it may be difficult to translate the text into a constructive response for the teacher or to
include examining questions and subsequent actions (Black, Harrison, Lee, Marshall, and
William, 2002). . Such a reaction loop is rooted in well-designed game.

Although learning of a player's actions can be displayed in the game environment, less is known
about whether such teaching can be implemented or transferred in a different context. For
example, G (2005) describes how the World of War craft reflects the key of the 21st century, as
collaboratively working to accomplish goals in mutually employed teams. Although such
expertise and cooperation are important within the game, it is not clear how important it is to
move these behaviors outside the sports world. Of course there are some situations in which you
will not expect behavior from a game to behave (for example, jet skiing simulation gaming
trend), and gaming trend cannot be optimized for every possible learning situation (Naval, 2001).

Although research has shown that there may be an increase in the ability to solve the problem of
problem solving within the game, or differences in the game, but it is difficult to move skills
outside of Video gaming trend (Eden Feld-Nelson, 2006). Curtis and Lawson (2002) Moving
outside of the game may be easy compared to special content found only minor evidence of
problem solving skills transfer; However, the material that is transferred outside the game is in
the form of a limited and lower level (Egenfeldt-Nielson, 2007).

Provide gaming trend to learn personalized learning

The idea is that students of education should meet "where they are" although there is no
difference in it, though there are several variations: different instructions (Tomlinson, 1999),
full-fledged education (snow and fur, 1987), Personal Education (Switzer, 2004), and personal
education

(Economic Cooperative and Development Organization (OECD), 2006) Personalized Education


has been described as a way to ensure schools with "tailor-made education to ensure that every
student receives the highest possible level" (OECD, 2006, p. 24). The OECD report suggests
personal learning in schools through five processes:

(1) Knowing the strengths and weaknesses of students,

(2) Developing teaching and learning strategies based on student needs,


(3) Engaging curriculum choices,

(4) Supportive school organization, and

(5) Community, local institution, and social service support.

However, the need for personalized learning not only takes place at the school level, allow
students to personalize learning in sports, completing at least the first three processes.

During the game, the strengths and weaknesses of students can be estimated based on the actions
of the players. Kikamir-Rust, Homelier, Albert, and Austin (2008) describe a project funded by
the European Commission, ELEKTRA. During play time, information about players' tasks (egg,
not changing on a light switch or turning on) is consistently collected to create an updated picture
of the efficiency of the players on the basis of consistently collected play actions.

Games can also be adapted based on students' needs. Proper staging can be provided in the game
through the use of the levels. Support is embedded in the game, which is played normally at the
normal level, and moves on more complex levels because the player is mastered, for example,
Scaffolding Science Mystery Game is built in Crystal Island, whereby students The information
to be collected and keeping records of those hypotheses (ash, 2011) has been given. Other loft
graphics can be obtained using, such as navigation maps, which can reduce the player's cognitive
load while playing a game (O'Neill,

Wanes, and Baker, 2005). Researchers De Jong and Van Julingen (1998) concluded that by
adding proper instructional support and scaffolding for simulation or sports, students could face
learning in this type of search.

Sports also cater to students' unique learning and learning needs, when new concepts are
introduced in the form of progress of logical learning. The learning progression is often
described as a way to learn a set of characters or knowledge (skill and forester, 1996), that is,
these sequences are usually in the developed sequence. Learning progress is often in education.
In the traditional classroom settings, a student who does not master any concept can be left with
the gap in the foundation of his knowledge, which challenges the challenges after efforts to build
more complex concepts. On the contrary, the Video game basically forces the player to advance
a concept (egg, double jump with the dash in the mid-air to fill the lava pits).
Unless they master this concept, the players are able to replicate the same situation. The same
philosophy can increase education for the use of Video gaming trend. A student, in a nutshell,
cannot unlock algebra, unless there is no prior knowledge of past skills. However, since its
proprietary based learning, students may need to invest enough time in learning each skill before
going to the next.

In these scenarios, it also indicates that a student has a choice of learning and has control over
their learning. It is important for the learner to understand agency and autonomy. The most
common error in online learning activities has failed to provide the right level agency to the
student. The agency reflects the ability of the learner to interact with content and feelings of
hydraulic and social-emotional support in the situation and situation (Jingo, 2007). Dalton (2000)
explained that 56% of students participating in online courses felt the lack of interactivity; they
were not active learners with the likes of well-designed gaming trend, however, encourage
students

Learning and teaching styles are best suited for them, optimizing and designing, which in turn
leads to a more active role in learning (Chauffer et al., 2009). For example, students playing the
game of science investigations, River City, were able to independently explore their learning
environment. They adopted their own concepts to solve the problems and organized their own
experiments (Kethelut, Deed, Clark, and Nelson, 2006)

Generally, well-groomed gaming trend - as well as well-designed learning experiences - are


challenging but worth achieving. Gaming trend should be presented to the players with the
challenges which match their skill level to maximize engagement (Kilo, 2005). "The key is to set
the level of difficulty at that point where the learner should be spread in small quantities and this
work can be accomplished with moderate assistance" (Faldo, 2007, p 401). This is similar to the
area of the development of proximate development, which has been determined by the level of
independent development as the distance between the real development level and through the
level of adult development, which can solve problems in adult guidance or more. Determined
with the cooperation of competent partners "(2006, page 86). To help the players meet with the
next challenge, a game can provide that opportunity for proper guidance or collaboration.
Difficulty in stepping into difficulty decreases and players are allowed to build knowledge and
strategies, after which (G, 2003). A state of pleasant frustration is an ideal state to learn many
content areas such as challenging but competent science (Diesel, 2000). In one game, however,
the cost of failure is low (G, 2005). Students can take risks and learn quickly from their mistakes.
Provide effective game feedback that "(1) is clear and contradictory, and (2) immediate
accountability of player's actions" (Rigby and Ryan, 2007, page 8). The feedback also helps to
strengthen the motivation (Jones and is off, 2005) are able to adapt students for feedback, and the
game is favorable for the student.

Methodology

Qualitative survey will be carried in order to full fill the above mentioned objectives. This study
will be based on primary data as well as secondary data. Primary data will be collected from 100
selected participants who are playing games and who played games earlier. Participants are
selected by cluster sampling method. In cluster sampling method population is divided according
to the platforms of games including pc, consoles mobiles, social media and tablets. Primary data
is collected through a questioner and the investigator will interview the participants after obtain
their consent.Secondary data also will be collected from international journals, websites books
and previous studies that are related to future trends market of gaming industry. It is important
to collect valid and accurate data in order to get a clear conclusion of the study. Articles from
journals are collected mainly through Google scholar. Questions are developed according to the
previous studies and reports related to the present study .

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