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1. Social Studies: Indians of Canada. Curriculum Unit on Indians of Canada for the Fifth Grade.

2. The Effects of Technology Adaptation on Students' Discipline in Public Secondary Schools in Nyamagana District, Tanzania

3. Let Them Play: Board Games for Language Practice

4. The Effect of Therapeutic Game Education on Physical Health in Children with Back Muscle Weakness

5. Exploring Mixed Reality Board Games as an Innovative Educational Tool for Teaching History in Primary Schools

6. 'We've All Come Together': A Board-Gaming Approach for Working with Autistic People

7. Psychological Applications and Trends 2024

8. Developing a Framework for a Games-Based Injury Prevention Exercise Programme for Post-Primary (12-18 Years) Physical Education Class: A Delphi Poll Study

9. The Transformation of Ball Games as Pedagogic Discourse within Physical Education Teacher Education

10. Development and Assessment of a Virtual Escape-Room Game for Teaching Industrial Bioprocesses

11. Students' Perceived Benefits of Chess: Differences across Age and Gender

12. Time-Based and Event-Based Prospective Memory in Adults with Autism Spectrum Disorder: A Virtual Week Investigation

13. Research Trends of Game-Based Language Learning in K-12 Education: A Systematic Review of SSCI Articles during 2009-2022

14. Promoting Entrepreneurial Intentions and Competencies through Business Simulation Games

15. A Systematic Review of Special Educational Interventions for Student Attention: Executive Function and Digital Technology in Primary School

16. Preparing Future Designers for Their Role in Co-Design: Student Insights on Learning Co-Design

17. Empowering Teachers with Low-Intensity Interventions: Using the Caught Being Good Game to Promote Positive Behavior among Students with ADHD

18. Building Coping Strategies and Resilience among Young Children after a Catastrophic Storm: Tips to Educators

19. Online Discussion: Effects of Identity versus Anonymity and Interaction with Pedagogical Agents

20. Investigation of Metaphoric Perceptions of Primary Mathematics Teachers on the Concept of Game

21. Assessment of Gaming Addiction and Perceived Psychological Distress among Filipino Young Adults during COVID-19 Pandemic

22. The Effectiveness of Graduated Guidance on Teaching Leisure Skills to Children with Autism Spectrum Disorder

23. Dungeons and Dragons and Digital Writing: A Case Study of Worldbuilding

24. Integrating Ivatan Indigenous Games to Learning Module in Physics: Its Effect to Student Understanding, Motivation, Attitude, and Scientific Sublime

25. Description of Teacher Candidates' Attitudes to Playing Physical Activity Games: Kirsehir Ahi Evran University Example

26. Fairness Preference of Preschoolers and the Effects of Family Background in China

27. The Impact of Folk Games on Primary School Students

28. App-Genres for Children's Agency -- Affordances in Applications Used in Preschool

29. The Effects of Rhythm and Dance Games on Aggression in Students with Mild Mental Disabilities

30. The Impact of Implementing Games with Parental Support on Fundamental Movement Skills of Elementary School Students

31. Using CBA REACT Strategy Supported by Crossword Puzzle Game on the Topic of Acid-Base Titrations

32. The Impact of Using Artificial Intelligence on Enhancing EFL Language Fluency and Self-Regulation for the Preparatory Stage Students in Distinguished Governmental Language Schools

33. Recruiting the Next Generation of Information Technology Professionals

34. Early Childhood Care and Education (3-6 Years) and the Role of Traditional Games: An Exploratory Study of Jammu and Kashmir

35. Relating Students' Proportional Reasoning Level and Their Understanding of Fair Games

36. From Real to Digital Life: The Relationship between Students' Perceptions of School Climate Openness, Self-Efficacy, and Prosocial Gaming Behaviors

37. Investigation of the Effect of 12-Week Kinesthetic Intelligence Training Program on the Aggression Levels of Students with Intellectual Disabilities

38. Writing, Creativity, and Artificial Intelligence: ChatGPT in the University Context

39. Technology Integration of Using Digital Gameplay for Enhancing EFL College Students' Behavior Intention

40. Practice through Play Using Mobile Technology

41. Technology in the Perception of English Teachers in Southern Brazil Schools

42. The Effects of Coding, Robotics, 3D Design and Game Design Education on 21st Century Skills of Primary School Students

43. Gamification: Trends and Opportunities in Language Teaching and Learning Practices

44. Chess and Education

45. The Effect of Mobile Learning Integrated Traditional Games 'Egrang' to Improve Multiple Representation Skills

46. Examining the Views of Teachers and Parents on the Reflection of the TV Series Watched by Primary School Students on the Games Played in School

47. 'I Just Can't Commit to That Level Anymore:' Players, Demands of Games, and Player Services

48. The Effects of Board Games on Math Skills in Children Attending Prekindergarten and Kindergarten: A Systematic Review

49. Cardgame Design Project-Based Learning for a Graphic Design Course

50. Double Ball and Shinny: Fun Traditional Native American Units to Integrate into Any Curriculum

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