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2,561 results on '"ELECTRONIC toys"'

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2. Exploratory Study of Preservice Early-Childhood Teachers' Experiences of Electronic Toys and Play Preference †.

3. The Integration of Internet of Toys in Early Childhood Education : Research From Australia, England, and Norway

4. Exploratory Study of Preservice Early-Childhood Teachers’ Experiences of Electronic Toys and Play Preference

5. Cognitive neuroscience: improvement of autonomous thinking in reading through video games.

6. When TOYS Become TRASH: Old electronic toys are causing big problems for the environment. Here's what you can do.

7. Families' digital media use: Intentions, rules and activities.

8. Make‐believe play with the Internet of Toys: A case for multimodal playscapes.

9. MBot for Makers : Conceive, Construct, and Code Your Own Robots at Home or in the Classroom

10. Computing in Smart Toys

11. Mobile Services for Toy Computing

13. Short Circuits : Crafting E-Puppets with DIY Electronics

14. Toying with Privacy: Regulating the Internet of Toys.

15. Ralph Baer: An interactive life.

16. Living a Virtual Life.

17. Xbox 180°.

18. cool games.

19. The Biggest Game in Town.

20. Engagement in Practice: One Program's Approach to Creating a Strong Network.

21. TOMMI – DEUTSCHER KINDERSOFTWAREPREIS 2020: Aufruf für Publisher, Kinderjury und Kindergärten: Neue Kategorie „Bildung" – Neue Partner – Neu: TOMMI Förderpreis Kindergarten.

22. This Season's Best Cybertoys For Kids--And (Shh!) for You.

23. Usability study of a smart toy on students with intellectual disabilities.

24. Smart-toy-edge-computing-oriented data exchange based on blockchain.

25. Media consumption and sleep quality in early childhood: results from the Ulm SPATZ Health Study.

26. BEHAVIOR CONSTRUCTION KITS.

27. Cutting edge.

28. Collecting, Preserving, and Interpreting the History of Electronic Games.

29. Designing video games for the blind: results of an empirical study.

30. Tactical Interventions: Environmental Sensing and Socially-Engaged Arts.

31. Neuromodulation can reduce aggressive behavior elicited by violent video games.

33. THE AGE OF DOOM.

34. IS IT TIME TO SAY GAME OVER?

35. You Ought to Be in Pixels.

36. SONY'S BIG BAZOOKA.

37. High Tech's Future is in the Toy Chest.

38. The Only Game In Town.

39. Two-Player Game: Playing Casual Video Games with Outgroup Members Reduces Levels of Prejudice Toward That Outgroup.

40. REVENUE STREAMING.

41. Toys that think.

42. The hot market in electronic toys.

43. Big-splurge toys for all ages.

44. The Robosapien Companion : Tips, Tricks, and Hacks

45. Modes of migration and multilevel selection in evolutionary multiplayer games.

46. Talking Shape: Parental Language With Electronic Versus Traditional Shape Sorters.

47. Video Games as Tillers of Soil.

48. Adaptive myoelectric control applied to video game.

49. Game comics: an analysis of an emergent hybrid form.

50. Consumer behaviour and environmental education in the field of waste electrical and electronic toys: A Spanish case study.

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