{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"ae053936-f6b1-488b-8973-bb2332d1be14","title":"数字技术研究","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787308182003","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"ae053936-f6b1-488b-8973-bb2332d1be14","id":"ae053936-f6b1-488b-8973-bb2332d1be14","uuid":"ae053936-f6b1-488b-8973-bb2332d1be14","title":"数字技术研究","normalized_title":"数字技术研究","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787308182003","isbns":["9787308182003"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":790,"navigation_url":"https://workshop.closeclaw.top/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14","title_url":"https://workshop.closeclaw.top/ai/title/%E6%95%B0%E5%AD%97%E6%8A%80%E6%9C%AF%E7%A0%94%E7%A9%B6","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/ae053936-f6b1-488b-8973-bb2332d1be14/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/ae053936-f6b1-488b-8973-bb2332d1be14","page_url":"https://workshop.closeclaw.top/api/ai/books/ae053936-f6b1-488b-8973-bb2332d1be14/page","search_url":"https://workshop.closeclaw.top/api/ai/books/ae053936-f6b1-488b-8973-bb2332d1be14/search"},"page":{"printed_page":"261 / 393","pdf_page":417,"physical_index":417,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"e07c9d521f7da884f8131a2cefbdc50a024b1482c0d15b09d0da772425c914e8"},"chapter":"第17章 研究数字技术的多模态方法","content":"在学生们对该游戏的书面描述中，跳跃一词代表着“炸弹沿箭头前进，如果(炸弹)碰到障碍，就转向其他方向”。也就是说，跳跃表现为一种运动，碰到某些物品时其方向会发生改变。书写作为一种模式，其符号资源与可供性并不会要求学生确切地指出这个动作改变的“原因”玩家、炸弹或障碍。\n\nPlayground这一数字环境代表了三种模式中的跳跃概念，每种模式都为\n\n学生构筑“弹跳”实体提供了不同的符号资源。图17.1反映的是“弹跳”程序。该程序运用了书写模式“弹跳”这个词语——来对日常所说的动作进行命名与分类。程序还使用了静态图像模式—两张弹簧图和一张球的图像—来说明弹跳的可能方向，表明弹跳是一种机械的、规则有序的行为，而不是有机的、无法预测的弹跳(就像兔子那样）。第\n\n三，程序还使用了动画运动—三个重复的动画次序，一个是弹簧在两个挡板之间上下跳跃，另一个是弹簧在两个挡板间的横向运动，还有一个是小球在正方形区域内几个角之间的运动。这个动画次序使得在Playground程序中的“弹跳”实体具有了意义。\n\n第17章 研究数字技术的多模态方法\n\n261\n\n393","previous_page":416,"next_page":418}