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1. The Localization of Software and Video Games: Current State and Future Perspectives.

2. Certainties and the Bedrock of Moral Reasoning: Three Ways the Spade Turns.

3. Antioxidants: A Hot Controversy Defused by Cool Semantics.

4. Domain specificity of mastery-motivation-related behaviours in relation to Singaporean preschoolers' mathematical performance.

5. PERFECTLY SHAPED.

6. Deadly Language Games: Theological Reflections on Emerging Reproductive Technologies.

7. Images of Heaven and Hell in Surah Al-Ghashiyah within the Philosophy of Language: The Case Study of Referenctial and Applied Theories of Meaning.

8. Effect of Private Deliberation: Deception of Large Language Models in Game Play.

9. LANGUAGE BETWEEN IDENTIFICATION AND NON-IDENTIFICATION.

10. Os argumentos do agronegócio em ações ajuizadas em face da Comunidade Quilombola Pesqueira Vazanteira de Caraíbas e da regularização fundiária do patrimônio da União no Norte de Minas Gerais.

11. In Memoriam: Critic par excellence of Creative "Unoriginal Genius" & Marjorie Perloff's Arcades Project of Poetry by "Other Means" (1951-2024).

12. Damerau-Levenshtein distance and cosine similarity to select the optimal word in word typing game.

13. The Galaxies Within.

14. An appraisal-based chain-of-emotion architecture for affective language model game agents.

15. Comparative analysis of the implementation performance using selected scripting languages in the Godot game engine.

16. Mapping the landscape of serious digital language learning games: Towards a Serious-Digital Game-based Language Learning (S-DGBLL) teacher competence framework.

17. Interactive games for meaningful learning in the area of Language and Literature.

18. Truth: The Rule or the Aim of Assertion?

19. How to think about the social in psychiatric research? On language games and styles of social thought.

20. El ExeLearning en la enseñanza de la lengua y literatura en el quinto grado de EGB.

21. Playing platformized language games: Social media logic and the mutation of participatory cultures in Chinese online fandom.

22. Guest Editor's Introduction.

23. Language games and their types.

24. University research by the numbers: Epistemic methods of using digitized performance measures and their implications for research practices.

25. Are you thinking what I'm thinking? Perspective-taking in a language game.

26. POÉTICA Y POLÍTICA DE LA MEMORIA EN LA ESCRITURA O LA VIDA, DE JORGE SEMPRÚN.

27. Un cerebro lleno de palabras.

28. Learning language: An experiment.

29. The Later Wittgenstein on Expressive Moral Judgements.

30. Juegos didácticos de lengua y literatura para la atención a estudiantes con dislexia.

31. Articulate the Kiwi way: perception insights from a language game corpus.

32. THE APPLICATION OF LANGUAGE GAMES IN TEACHING AND LEARNING THE ENGLISH LANGUAGE IN LOWER SECONDARY SCHOOLS: A CASE OF THE MERU DISTRICT COUNCIL (TANZANIA).

33. Let Them Play: Board Games for Language Practice.

34. 'The Ethics of Attention to Language' Introducing Conceptual Injustice.

35. 'Not enough': Certainty and Doubt in Exploring the Grammar of 'Woman'.

36. A complicit quest for silence: Wittgenstein and Cage, revisited.

37. Zeglamia: a Code among the People of Constantine.

38. Deciphering Soviet philosophical forewords: an attentive reading of V.F. Asmus.

39. Nota sobre linguagem e vida em Husserl e Wittgenstein.

40. Online gaming and language aggression in a Tunisian Arabic context.

41. How the Learning by Design Framework Transformed My Teaching of Language and Literacy with Games.

42. Intraregional Geopolitical Imaginaries in Europe: Hungary and Poland Vs. France and Germany.

43. 维特根斯坦语言游戏论研究回顾与展望.

44. Videojuegos en la clase de Lengua y Literatura: qué, para qué y cómo.

45. NYELV, KÖZÖSSÉG, TECHNOLÓGIA.

46. غوية يف تنمية احملصول الل ّ فعالية األلعاب الل فظي لدى عينة مه ذوي اضطراب اللغة والتواصل مبدينة زالنجي، السودان.

47. The Monument that is Epistemology a Proposition for Atheists and Theists as Elucidations of Epistemology in Religion and Theology.

48. The Original Wordle.

49. Digitalisation and accounting language games in organisational contexts.

50. The Use of Crosswords as Reading Comprehension Assessment.

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