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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. A Replication of Extended Implementation and Social Interaction during the Step It UP! Game for Adults with Disabilities

9. Direct and Indirect Effects of and Preferences for Feedback during the Good Behavior Game in Elementary Classes

10. A Further Investigation Regarding the Efficacy of and Preference for Positive and Corrective Feedback

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

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

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

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

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

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

17. Promoting Entrepreneurial Intentions and Competencies through Business Simulation Games

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

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

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

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

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

23. Learning Mole Calculation through a Board Game in an Engaging and Enjoyable Environment: Design, Implementation, and Evaluation

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

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

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

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

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

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

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

31. The Impact of Folk Games on Primary School Students

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

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

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

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

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

37. Recruiting the Next Generation of Information Technology Professionals

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

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

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

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

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

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

44. Practice through Play Using Mobile Technology

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

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

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

48. Chess and Education

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

50. 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

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