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1. Accessible Adventures: Teaching Accessibility to High School Students Through Games.

2. The paradox of the perfect game.

3. The publish or perish game: an interview with the inventor.

4. GAMIFICATION AS AN EDUCATIONAL STRATEGY TO INCREASE MOTIVATION AND ACADEMIC PERFORMANCE.

5. Warrior Kids Games on Improving the Self-Efficacy Abilities and Fine Motor Skills of 5-6 Years-Old Children.

6. Gamification of virtual museum curation: a case study of Chinese bronze wares.

7. Timing matters: Effects of augmented reality game on students' learning achievement, satisfaction and acceptance.

8. A Solution to Dynamic Weapon Assignment Problem Based on Game Theory for Naval Platforms.

9. Theology of Play in Omar Khayyam: Unacknowledged Parallels Between Hinduism, Persian Sufism, and Khayyam's Quatrains.

10. Amino Acid Content in the Muscles of the Red Deer (Cervus elaphus) from Three Types of Feeding Grounds.

11. DİJİTAL OYUN OKURYAZARLIĞI SEVİYESİNİN BELİRLENMESİNE YÖNELİK BİR ARAŞTIRMA: ÇANAKKALE ÖRNEĞİ.

12. Investigating the mechanisms of internet gaming disorder and developing intelligent monitoring models using artificial intelligence technologies: protocol of a prospective cohort.

13. Quantifying the training demands of a highly trained male youth basketball players by year, term and position.

14. Comparison of Participation in Online Games and Communication Experiences of School-Age Children Who Do and Do Not Stutter: Exploratory Study.

15. 4.Sınıf Sosyal Bilgiler Dersinde Kullanılan Zekâ Oyunlarının Öğrencilerin Akademik Başarılarına ve Tutumlarına Etkisi.

16. Toward next generation mixed reality games: a research through design approach.

17. Recreos activos con material autoconstruido: una mirada desde la perspectiva parental y docente.

18. Forecasting extremes of football players’ performance in matches

19. Comparative study on quality parameters of dry-cured beaver (Castor fiber) and nutria (Myocastor coypus) sausages

20. The public's overwiev on the introduction of games, play, and gamification in Romanian libraries

21. Gamification: characteristics, trends, risks

22. Gamification of virtual museum curation: a case study of Chinese bronze wares

23. Investigating the mechanisms of internet gaming disorder and developing intelligent monitoring models using artificial intelligence technologies: protocol of a prospective cohort

24. GAME DEVELOPMENT PROJECT MANAGEMENT USING SCRUM FRAMEWORK: HYPERCASUAL GAME CASE STUDY 'RUSH RUNNER'

25. Effect of a Specific Warm-up based on Oppositional Wrestling Games on The Technical Performance and Mental Health of Physical Education Students

26. Supereroi a scuola e a casa. Un’esperienza di escape room.

27. La potenzialità del gioco: la simulazione come esperienza virtuale.

28. Análisis de la interacción alumnado-adulto durante el recreo en la escuela básica de primer ciclo en Portugal.

29. POSSIBILITIES OF USING GAMIFICATION IN TEACHING ECONOMICS TO MEDICAL UNIVERSITY STUDENTS

30. Game-based detection method of broken access control vulnerabilities in Web application

31. English Vocabulary Improvment Through Mobile Legend Game

32. Analysis of e-learning resources for selected medical topics: content-related, methodological and technical aspects

33. Comparison Between Usability and User Acceptance Testing on Educational Game Assessment

34. Digital game-based learning: Pedagogical agent and feedback types on achievement, flow experience, and cognitive load.

35. Game-Based Flexible Merging Decision Method for Mixed Traffic of Connected Autonomous Vehicles and Manual Driving Vehicles on Urban Freeways.

36. Utilizing Games to Enhance the Learning of Students with Dyslexia: A Systematic Literature Review.

37. The Interaction of Continental and Analytical Philosophy in the Development of the Philosophy of Dialogue.

38. Cognitive activity detection and tracing system.

39. The CoDIS Taxonomy for Brain-Computer Interface Games Controlled by Electroencephalography.

40. The Playing Motivations of Male and Female Gamers and the Effects of Stereotypes on Their Motivations in Honor of Kings.

41. The Efficacy of Joyful Learning on Exercise in Older Adults: The GAME Strategy.

42. Mean-field ranking games with diffusion control.

43. TÁTICA E MODELO DE JOGO NO HANDEBOL.

44. Target Damage Calculation Method of Nash Equilibrium Solution Based on Particle Swarm between Projectile and Target Confrontation Game.

45. Virtual and augmented reality games for stroke rehabilitation: A systematic literature review into the game design.

46. Development of educational game as a media to raise public awareness of illegal animal trafficking issue in Indonesia.

47. Games as Motivating Factor and Students' Performance in Bread and Pastry Production.

48. Internship gamification system for generation Z in the hospitality industry.

49. Sistema de actividades basadas en el juego para el desarrollo del pensamiento numérico, en el segundo año de EGB.

50. Dampak Game Online Mobile Legends Terhadap Komunikasi Intrapersonal Mahasiswa Ilmu Komunikasi Universitas Mulawarman Angkatan 2017.

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