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Zeitschriftenartikel zum Thema "Games bib"

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Andini, Della Putri, Hery Kresnadi und Dyoty Auliya Vilda Ghasya. „Kepraktisan Game Edukasi Berbasis Wordwall pada Pelajaran IPAS Bab 1 Kelas IV SDN 41 Pontianak Utara“. AS-SABIQUN 6, Nr. 2 (01.03.2024): 266–86. http://dx.doi.org/10.36088/assabiqun.v6i2.4476.

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The research carried out intends to develop educational games in learning activities based on wordwall games created for grade IV science and science lessons at SDN 41 North Pontianak which fulfill the requirements to assist with learning evaluation activities in the Merdeka curriculum. This research method is an RnD method with the model namely ADDIE. This research data was obtained by involving 1 class with 25 class IV students at State Elementary School 41 North Pontianak, 1 media and material expert validator and 1 media and material expert validator again. The techniques for collecting data in this research are observation, interviews and questionnaires. The results after the research show that the process of developing wordwall-based educational games in science lessons in class IV elementary schools has gone through 4 stages of the ADDIE model research from the 5 stages. Wordwall game development product validity activities produced very valid criteria with an average score of 82.81% for the material aspect and 91.91% with very valid criteria for the media aspect. After carrying out practicality, the results obtained were that the wordwall-based educational game developed had a practicality level of 93.7% in the "very practical" category so that the media was declared very suitable and practical for use in the classroom learning process.
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Khosiin, Khosiin. „Pengaruh Motivasi Belajar Terhadap Prestasi Belajar Siswa Melalui Penggunaan Model Pembelajaran Teams Games Tournaments (TGT) Pada Mata Pelajaran Biologi Kelas X di MA NU 03 Sunan Katong Kaliwungu Kendal“. Journal Of Biology Education 3, Nr. 2 (12.11.2020): 143. http://dx.doi.org/10.21043/jobe.v3i2.7762.

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<p>Penelitian ini membahas tentang pengaruh motivasi belajar dengan model pembelajaran <em>Kooperatif Teams Games Tournament (TGT)</em> terhadap prestasi belajar peserta didik kelas X mata pelajaran biologi materi pokok kingdom animalia. Tujuannya untuk mengetahui adakah pengaruh yang positif antara motivasi belajar dengan model pembelajaran <em>Kooperatif Teams-Games tournament (TGT)</em> dengan prestasi belajar peserta didik.</p><p>Metode angket dengan teknik korelasi yang digunakan untuk mengetahui motivasi belajar siswa, baik itu siswa kelas kontrol maupun kelas eksperimen. Adapun untuk mengetahui prestasi belajar peserta didik menggunakan hasil test sub bab materi pokok kingdom animalia. Pengumpulan data menggunakan instrumen angket dengan jumlah responden kelas eksperimen (XB) 35 siswa, sedangkan jumlah peserta didik kelas kontrol (XA) berjumlah 34 siswa, dengan menggunakan teknik random sampling.</p><p>Data yang terkumpul dianalisis dengan statistik menggunakan reumus regresi. Dari dua variabel yang ada yaitu, variabel X (motivasi belajar siswa dengan model pembelajaran TGT), pada kelas eksperimen memiliki rata-rata 53,571 itu lebih besar daripada rata motivasi belajar kelas kontrol (39,056). Begitu juga rata nilai ulangan sub bab meteri kelas eksperimen lebih besar daripada kelas kontrol (73,89&gt;67,65).</p>Setelah diuji hipotresis ternyata terdapat pengaruh yang positif antara keadaan motivasi belajar dengan model pembelajaran <em>Kooperatif Teams-Games-Tournament (TGT), </em>hal ini ditunjukkan dengan<em> </em>hitung : 15,544&gt; tabel 5% (4,13), hitung : 15,544&gt; tabel 1% (7,44). Dengan demikian hipotesis yang diajukan peneliti diterima dikarenakan terdapat pengaruh positif yang signifikan antara motivasi belajar dengan model pembelajaran <em>Kooperatif Teams-Games-Tournament (TGT) </em>terhada prestasi belajar peserta didik kelas X mata pelajaran biologi materi pokok kingdim animalia MA NU 03 Sunan Katong Kaliwungu Kendal
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Botrè, Francesco, Moutian Wu und Thierry Boghosian. „Preparation and accreditation of anti-doping laboratories for the Olympic Games“. Bioanalysis 4, Nr. 13 (Juli 2012): 1623–31. http://dx.doi.org/10.4155/bio.12.155.

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Saad, Khadija, Sofia Salama, Peter Horvatovich, Mohammed Al Maadheed und Costas Georgakopoulos. „Olympic anti-doping laboratory: the analytical technological road from 2016 Rio De Janeiro to 2021 Tokyo“. Bioanalysis 13, Nr. 19 (Oktober 2021): 1511–27. http://dx.doi.org/10.4155/bio-2021-0157.

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The summer Olympic Games is the major mega sports event since the first modern era Olympiad, held in Athens, Greece in 1896. International Olympic Committee (IOC) has the responsibility of the organization of the summer and winter Games ensuring the broadcast in all corners of earth. The World Anti-Doping Agency (WADA) is the responsible organization of the fight against doping in sports. IOC and WADA support the event's country WADA Accredited Laboratory to incorporate the maximum of the new analytical technologies to become applicable during the event's antidoping testing. The current study reviewed the last 5 years progresses of the antidoping system with emphasis on the laboratory field.
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Yuan, Yuling, Youxuan Xu und Jianghai Lu. „Dried blood spots in doping analysis“. Bioanalysis 13, Nr. 7 (April 2021): 587–604. http://dx.doi.org/10.4155/bio-2021-0019.

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A series of dried blood spot (DBS) detection methods for doping agents have been developed in the last two decades. The DBS technique minimizes invasiveness and reduces storage and shipping costs. Recently, the World Anti-Doping Agency announced the use of DBS for the 2022 Beijing Winter Olympic Games and Paralympic Games owing to the advantages of the DBS application in routine doping control. Therefore the further development of detection methods for doping agents in DBS is important and urgent. This review summarizes five aspects of DBS application in doping analysis: sample collection, storage conditions, pretreatment, instrumentation and validation according to the Prohibited List issued by the World Anti-Doping Agency, and proposes some suggestions for future studies of DBS in doping analysis.
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Yuliana, Yuliana. „PENGEMBANGAN DAYA TARIK WISATA DI AGROWISATA BALAI BENIH INDUK LUBUK MINTURUN PADANG“. JURNAL PENDIDIKAN DAN KELUARGA 9, Nr. 1 (01.06.2017): 26. http://dx.doi.org/10.24036/jpk/vol9-iss1/47.

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This research was motivated by the lack of tourist attraction in Agrowisata Balai Benih Induk (BBI) of Lubuk Minturun Padang, such as, there is no entertainment and recreation services at agro rides BBI, the least of the event activities in agrotourism meeting room BBI and the lack of souvenirs offered by agro tourism BBI Lubuk Minturun Padang. This research aims to determine the strategy of developing tourist attraction that has indicators in the form of tourist attractions, amenities and anchillary services are viewed from internal factors in the form of strengths and weaknesses and external factors in the form of opportunities and threats. This research is a descriptive research with qualitative data. Data collection technique is done by interview and observation that involves informant by using purposive sampling and snowball sampling technique. Development strategy of tourist attraction that can be done is in the form of: 1) Optimizing the function of land by developing tourism activities such as providing rides games and mini garden. 2) Develop MICE event in meeting and gazebo sessions such as holding workshops and agricultural exhibition. 3) Provide souvenirs by utilizing culture and network techniques.
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Gillooly, Leah, Philip Crowther und Dominic Medway. „Experiential sponsorship activation at a sports mega-event: the case of Cisco at London 2012“. Sport, Business and Management: An International Journal 7, Nr. 4 (11.09.2017): 404–25. http://dx.doi.org/10.1108/sbm-04-2016-0015.

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Purpose The purpose of this paper is to explore the application of event design principles in the creation and execution of effective experiential sponsorship activations (ESAs) by B2B brands and examine the challenges posed by the sponsorship context to sponsors seeking to create ESAs, with proposed potential solutions. Design/methodology/approach A case study of Cisco’s ESA activities as part of its London 2012 Olympic and Paralympic Games sponsorship activation is developed, drawing on interviews with key Cisco employees and secondary sources of data, both internal and external to Cisco. Findings Blending the event design principles typically associated with B2B events with those more commonly found in corporate hospitality or B2C events enables sponsors to address the cognitive needs of attendees as business representatives, while also satisfying their needs as individuals seeking more sensorial experiences. Effective use of event design principles, creative marketing and promotion, and collaboration with other sponsors allow brands to overcome constraints placed on them by the unpredictable nature of sponsorship, sponsorship rights agreements and the increased clutter in the sponsorship environment. Research limitations/implications Existing knowledge on sponsorship activation is extended, drawing on principles of event design to offer a sponsor-focused perspective on the creation and execution of effective ESAs for B2B brands. Existing thinking around B2B event design is challenged and augmented when considering its application to ESA design. Practical implications Inter-sponsor collaboration and the blending of cognitive and sensorial elements of event design are important for sponsors seeking to create and deliver effective ESAs. Originality/value The paper draws on the event design literature to appraise the execution of ESA by B2B brands within the context of event sponsorship.
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Coffman, Jonathan, Bruno Marques, Raquel Orozco, Minni Aswath, Hasan Mohammad, Eike Zimmermann, Joelle Khouri et al. „Highland games: A benchmarking exercise in predicting biophysical and drug properties of monoclonal antibodies from amino acid sequences“. Biotechnology and Bioengineering 117, Nr. 7 (09.05.2020): 2100–2115. http://dx.doi.org/10.1002/bit.27349.

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Machado, FH, LF Silva, FA Dupas, AP Mattedi und FE Vergara. „Economic assessment of urban watersheds: developing mechanisms for environmental protection of the Feijão river, São Carlos - SP, Brazil“. Brazilian Journal of Biology 74, Nr. 3 (August 2014): 677–84. http://dx.doi.org/10.1590/bjb.2014.0073.

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In order to determine the willingness of the population of São Carlos (a city in the state of São Paulo, Brazil) to pay for the environmental protection (WTP) of the Feijão River's watershed, the Contingent Valuation Method (CVM), as well as the bidding-games technique, were used. In October 2010, 280 questionnaires were applied to a probabilistic sample of the population. A multivariate logistic regression model was built, creating five scenarios adjusted to the age and probability to pay according to the significant variables found. Concerning the WTP, 56% of the interviewees showed willingness to pay a monthly amount using the water bill as a vehicle for this. The WTP average was 1.94 US Dollar (USD), with a standard deviation of 1.91 USD. The total annual amount for the scenario that considers the whole population over 18 years old was of USD 3,930,616.80. The main argument for the negative WTP was that the interviewees could not afford it (14%).
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Dwi Asworo, Yuliana. „PENGGUNAAN KARTU “MATCH GAME FOR BILOKS” UNTUK MENINGKATKAN HASIL BELAJAR DAN KEAKTIFAN PESERTA DIDIK KELAS X IPA2 MAN 10 JAKARTA“. Wawasan: Jurnal Kediklatan Balai Diklat Keagamaan Jakarta 1, Nr. 2 (27.11.2020): 54–62. http://dx.doi.org/10.53800/wawasan.v1i2.37.

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Sulitnya siswa mengingat maupun memahami materi tentang bilangan oksidasi (biloks) dan tata nama senyawa ion maupun senyawa kovalen membuat guru berfikir keras bagaimana caranya membuat kegiatan pembelajaran di kelas berlangsung menyenangkan dan berkesan agar materi pembelajaran diingat siswa. Salah satu cara agar kegiatan pembelajaran di kelas menjadi “hidup” adalah penggunaan media pembelajaran. Banyak media pembelajaran yang dapat digunakan untuk membuat kegiatan belajar lebih seru dan tidak membosankan. Dalam penelitian ini penulis berinovasi membuat media pembelajaran untuk menunjang kegiatan pembelajaran yang disebut Match Game for Biloks. Media ini diterapkan pada bab redoks materi biloks dan Tata Nama senyawa di pelajaran kimia kelas X semester 2 serta bisa juga untuk merefresh ingatan siswa kelas XII semester 1 sebelum masuk materi Redoks. Game ini terinspirasi dari permainan domino, dimana setiap pemain harus memasangkan kartu yang ia punya dengan kartu sebelumnya. Perbedaan media ini dengan permainan domino, satu kartu bisa dipasangkan dengan banyak kartu yang lain dengan biloks yang sama dan siswa harus menyebutkan terlebih dahulu nama unsur bebas atau molekul senyawa atau molekul ion kartu tersebut sehingga kelebihannya siswa dapat menghitung biloks dan megetahui nama unsur/senyawa kimia. Pembuatan media ini dengan cara menentukan 60 rumus molekul unsur/senyawa/ion beserta namanya dan biloks unsur yang akan ditanyakan diberikan warna beda dalam rumus molekulnya, setelah itu membuat kartu “match game”. Setelah media ini selesai, dilakukan Match games dalam kelompok dan setiap kelompok sudah ada 1 asisten guru (siswa ahli) yang memegang kunci jawaban dari media match games yang dimilikinya untuk mengoreksi jawaban teman-temannya. Games ini menggunakan aturan tertentu dengan membagikan 30 domino ke 5 siswa, sehingga pemenang siswa adalah yang telah habis terlebih dahulu dan mendapatkan skor tertinggi.
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Dissertationen zum Thema "Games bib"

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Au-yeung, Wan-man Billy, und 歐陽允文. „Gaining from olympic games legacy on land use improvement: a study on Beijing 2008 games“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B42930443.

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Li, King-lun, und 李景麟. „Nintendo revolution: what is happening in videogame industry and individuals“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.

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何燦恒。 und Tsan-hang Ho. „Decision support systems in business management games“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1999. http://hub.hku.hk/bib/B31220915.

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Law, Cheuk-fung Jimmy, und 羅卓豐. „Asian Games Village: a High-Density Sports Complex“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31986572.

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Chan, Ching-yin Amy, und 陳靜妍. „The new possibilities computer games offer for learning“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29600169.

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Ho, Kwan-yu, und 何君瑜. „The 2008 Olympic games and the development of Beijing“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B45007500.

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韓政龍 und Ching-lung Hon. „Biorhythms, state anxiety and mood states as predictors of racquet games performance“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31257203.

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Lam, Chung-sang, und 林仲生. „Survival analysis of the timing of goals in soccer games“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B32028635.

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Lai, Ying-sie Benedict, und 賴應虒. „Administrative discretion: the case of the licensing of automatic machine establishments“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1985. http://hub.hku.hk/bib/B42128201.

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Yip, Wai-man Florence, und 葉慧敏. „Online vocabulary games as a tool for teaching and learning English vocabulary“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29597511.

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Bücher zum Thema "Games bib"

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The everything craps strategy book: Win big every time! Avon, Mass: Adams Media, 2005.

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Anderson, Karen C. Games magazine junior kids' big book of games. New York: Workman Pub., 1990.

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Stott, Dorothy M. The big book of games. New York: Dutton Children's Books, 1998.

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Kane, Michael. Game boys: Professional videogaming's rise from the basement to the big time. New York: Viking, 2008.

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Talley, Trevor. The big book of Minecraft: The unofficial guide to Minecraft & other building games. Chicago, Ill: Triumph Books, 2014.

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Leng, Dean. Little big planet karting. Roseville, CA: Prima Games, 2012.

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Gerlings, Rebecca, und Anna Amari-Parker. The great big book of games and puzzles. London, England: Arcturus Pub., 2006.

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Strong, Todd. Great games for big activity balls. Champaign, IL: Human Kinetics, 2010.

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Strong, Todd. Great games for big activity balls. Champaign, IL: Human Kinetics, 2010.

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Houssin, Frédéric. The big book of car games! New York: Black Dog & Leventhal, 2003.

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Buchteile zum Thema "Games bib"

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El-Shamy, Susan. „Big Game Hunting“. In Training Games, 43–70. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003448228-4.

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Johnson, Greg. „Big Finale“. In Developing Creative Content for Games, 183–93. Boca Raton, FL : Taylor & Francis, 2019. | “A CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa plc”-- Title page.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-18.

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Reeth, Allan. „Big Game“. In Political Future Fiction Vol 2, 108–10. London: Routledge, 2024. http://dx.doi.org/10.4324/9781003551607-30.

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Wardyga, Brian J. „Video Games Become Big Business“. In The Video Games Textbook, 243–67. 2. Aufl. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003315759-9.

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Xu, Lei, Chunxiao Jiang, Yi Qian und Yong Ren. „The Conflict Between Big Data and Individual Privacy“. In Data Privacy Games, 1–43. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77965-2_1.

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Barton, Matt. „Dungeon Master: Real Time Hits the Big Time“. In Vintage Games 2.0, 199–204. Boca Raton, FL ; London ; New York : Taylor & Francis, 2017.| Includes bibliographical references and index.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429280542-31.

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Carman, Christopher. „The Big Buildable“. In Visual Design Concepts for Mobile Games, 89–98. Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, [2018]: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315751382-9.

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Wineka, Mark, und Jason Lesley. „Big-game hunter“. In Lion's Share, 164–72. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003165231-14.

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Hens, Kristien. „20. Creativiteit: Een game dat bio-ethici inspireert“. In Toevallige ontmoetingen, 245–50. Cambridge, UK: Open Book Publishers, 2023. http://dx.doi.org/10.11647/obp.0370.20.

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In dit hoofdstuk gebruik ik het voorbeeld van mijn eigen reis in een computerspel, Death Stranding, als een reflectie op het belang, ook voor bio-ethici, om bij de problemen van onze eigen grenzen en die van de wereld te blijven.
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van der Ploeg, Jan. „Eenzaamheid en gamen“. In Eenzaamheid bij jeugdigen, 117–22. Houten: Bohn Stafleu van Loghum, 2017. http://dx.doi.org/10.1007/978-90-368-1953-4_16.

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Konferenzberichte zum Thema "Games bib"

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Santana, Camila A., Claudio H. M. Jambo, Vera Maria B. Werneck und Rosa Maria Moreira da Costa. „Big Gamer Brasil: Proposta de um jogo“. In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19650.

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A notoriedade dos reality shows alcançada nas últimas décadas motivou a proposta do game Big Gamer Brasil (BGB), que se baseou em jogos já desenvolvidos para esse contexto. O BGB foi avaliado com questões sobre a proposta, relevância cultural, socioeducativa, personagens, ambiente e jogabilidade. Na análise dessa avaliação, foi possível conhecer os pontos fortes e fracos da proposta. O BGB cumpre o objetivo de ser uma ferramenta de entretenimento e imersão em um reality show. A partir desta análise, o Big Gamer Brasil será desenvolvido utilizando uma arquitetura multiagente.
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Xu, Zinuo, und Soroush Mirzaee. „An Educational Platform to Enhance Financial Literacy using Multiplayer Interaction and Innovative Game Mechanics“. In 5th International Conference on Artificial Intelligence and Big Data. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.140431.

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This paper addresses the gap in financial literacy education for teenagers by introducing Landlord Legends, an innovative multiplayer video game designed to impart essential skills in property and money management [1][2]. Grounded in the recognition of underutilized potential in video games for education, the project draws inspiration from the diverse methodologies discussed in "Video Games in Education,""Using a Financial Education Curriculum for Teens," and "How Multiplayer Games Increase Social Closeness." [3] Landlord Legends provides an engaging platform for teenagers to learn and apply financial concepts while fostering social interaction. The challenges in dice interpretation and multiplayer system selection were overcome through meticulous design and research [4]. Experimental results showcased the game's effectiveness, yielding increased financial literacy scores and positive participant feedback. Landlord Legends demonstrates the fusion of educational content and gaming, offering a dynamic and enjoyable approach to financial education that addresses challenges faced by teenagers, making it a valuable tool for enhancing financial literacy [5].
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Li, Peiyi, Peilin Li, John Morris und Yu Sun. „A Context-Aware and Immersive Puzzle Game using Machine Learning and Big Data Analysis“. In 5th International Conference on Computer Science and Information Technology (COMIT 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111717.

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Recent years, video games have become one of the main forms of entertainment for people of all ages, in which millions of members publicly show their screenshots while playing games or share their experience of playing games [4]. Puzzle game is a popular game genre among various video games, it challenges players to find the correct solution by providing them with different logic/conceptual problems. However, designing a good puzzle game is not an easy task [5]. This paper designs a puzzle game for players of all age ranges with proper difficulty level, various puzzle mechanics and attractive background setting stories. We applied our games to different players to test play and conducted a qualitative evaluation of the approach. The results show that the pace of puzzle games affects play experience a lot and the difficulty level of the puzzles affects players' feelings to the game.
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Yao, Xueying, Tianyu Zhou und Yafeng Niu. „The Construction of the Evaluation Index System of Children's Educational Game Learning Accessibility“. In Intelligent Human Systems Integration (IHSI 2022) Integrating People and Intelligent Systems. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001093.

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The quality of children's educational games affects children's cognitive development and skills. Therefore, the construction of educational game evaluation indexes is playing the big role in the development of educational games. In this paper, the initial evaluation indexes of educational game learning accessibility were developed by applying the relevant theories. Then three rounds of expert evaluations were conducted using the Delphi Method, and the initially formulated educational game learning accessibility evaluation indexes were revised and improved according to the experts' suggestions. This paper determines the educational game learning accessibility evaluation indexes including 3 primary indicators, 7 secondary indicators and 26 tertiary indicators. Finally, two-by-two comparison of indicators at each level is conducted to determine the weight of each evaluation indicator by means of analytic hierarchy process. This evaluation index system can facilitate children's parents and teachers to select educational games according to the indexes, and also provide an effective reference basis for the design, improvement and evaluation of children's educational games in the future.
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5

Nascimento, Leandro Marques do, Eduardo Santana de Almeida und Silvio Romero de Lemos Meira. „Core Assets Development in Software Product Lines - Towards a Practical Approach for the Mobile Game Domain“. In Simpósio Brasileiro de Componentes, Arquiteturas e Reutilização de Software. Sociedade Brasileira de Computação, 2009. http://dx.doi.org/10.5753/sbcars.2009.24106.

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Software Product Lines (SPL) approaches are gradually being adopted as a powerful strategy for achieving high productivity and increasing quality in software engineering. A particular domain where the adoption of such approach may bring relevant benefits is the mobile game domain given the big diversity of handsets and the large number of commonalities among these games. However, applying SPL approaches in such domain is not trivial because of some restrictions, such as reduced memory and application size. In this context, this work presents a practical approach to implement core assets in a SPL in the mobile game domain combining good practices from previous work and briefly describing a case study performed with three mobile games.
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6

Gafni, Yotam, Ron Lavi und Moshe Tennenholtz. „Worst-case Bounds on Power vs. Proportion in Weighted Voting Games with Application to False-name Manipulation“. In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/30.

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Weighted voting games are applicable to a wide variety of multi-agent settings. They enable the formalization of power indices which quantify the coalitional power of players. We take a novel approach to the study of the power of big vs.~small players in these games. We model small (big) players as having single (multiple) votes. The aggregate relative power of big players is measured w.r.t.~their votes proportion. For this ratio, we show small constant worst-case bounds for the Shapley-Shubik and the Deegan-Packel indices. In sharp contrast, this ratio is unbounded for the Banzhaf index. As an application, we define a false-name strategic normal form game where each big player may split its votes between false identities, and study its various properties. Together our results provide foundations for the implications of players' size, modeled as their ability to split, on their relative power.
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Gao, Shijing, und Shuqin Li. „A Review of Incomplete Information Game about Games“. In 2019 International Conference on Machine Learning, Big Data and Business Intelligence (MLBDBI). IEEE, 2019. http://dx.doi.org/10.1109/mlbdbi48998.2019.00015.

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Alves, Sharina. „Further Development of BIM Education: A Literature Review of Game-Based Learning Approaches and a Proposal for a Game-based Solution in Facility Management“. In AHFE 2023 Hawaii Edition. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004348.

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The fact that Building Information Modelling (BIM) is still so little used in Facility Management (FM) is not due to one reason alone, but is related to various obstacles. One of these is that many building operators have too little knowledge about the advantages and application of the BIM method in their field and accordingly do not (or cannot) clearly formulate their requirements for a BIM model in the early project phase of new construction and renovation projects. The acquisition of BIM-related knowledge, particularly the procedural aspects, proves to be a challenge when relying solely on traditional frontal teaching methods. In addition, the BIM use cases itself can be different for each FM sector and therefor processes and requirements can be very individual. There is a lack of appropriate formats available for the effective dissemination and transfer of this specialized knowledge. This paper undertakes a literature review, focusing on existing BIM Serious Games. Among other things, the different building phases, the game methods and the learning success achieved are analyzed. Building upon the findings from the literature review, this paper introduces a general framework for a BIM Serious Game, specifically tailored to address the challenges faced within the field of FM. By leveraging the strengths of game-based learning, it seeks to effectively overcome the aforementioned obstacles and bridge the existing gap in the realm of game-based BIM education.
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Casey, William, Parisa Memarmoshrefi, Ansgar Kellner, Jose Andre Morales und Bud Mishra. „Identity Deception and Game Deterrence via Signaling Games“. In 9th EAI International Conference on Bio-inspired Information and Communications Technologies (formerly BIONETICS). ACM, 2016. http://dx.doi.org/10.4108/eai.3-12-2015.2262519.

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CHENG, RONG, HAI XU und SHU LIN. „RESEARCH ON THE RESEARCH AND DEVELOPMENT COUNTERMEASURES OF PINDUODUO'S «BIG AGRICULTURE» FARM GAME UNDER THE BACKGROUND OF THE HOME ECONOMY“. In CONTEMPORARY ECONOMIC PROBLEMS OF RUSSIA AND CHINA. Amur State University, 2021. http://dx.doi.org/10.22250/medprh.6.

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Since the outbreak of the novel coronavirus pneumonia virus, China has been in a state of home consumption, and Pinduoduo's games have become a popular target for many audiences. Among them, the click-through rate of Happy Orchard and Happy Ranch has increased sharply. However, as the time spent in closed homes increases, Consumers have a sense of burnout, and there is also a certain sense of distortion for game development. In order to make the consumer's home more interesting, the software developed by game developers is more meaningful. It is proposed that Pinduoduo is happy in the context of the “home economy” of the epidemic. Development strategies for farming (forestry, animal husbandry, sideline, fishing grounds) games.
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Berichte der Organisationen zum Thema "Games bib"

1

Schelde, Sidse Louise, Steffen Nørgaard Mikkelsen, Poul Meier Melchiorsen und Anja Lykkegaard Jensen. The Big ORCID Game. Aalborg University, September 2024. http://dx.doi.org/10.54337/aau719517896.

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2

Swanson, Cindy, Michael Thomas und Dennis M. Donnelly. Economic value of big game hunting in southeast Alaska. Ft. Collins, CO: U.S. Department of Agriculture, Forest Service, Rocky Mountain Forest and Range Experiment Station, 1989. http://dx.doi.org/10.2737/rm-rb-16.

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3

Thompson, Gerald L., und Sten Thore. Advertising and Sealed Bid Auctions in a Transshipment Game. Fort Belvoir, VA: Defense Technical Information Center, Juni 1996. http://dx.doi.org/10.21236/ada352045.

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4

Grimes, Seamus. China’s Big Pharma bet could change the IP game. Herausgegeben von Reece Hooker. Monash University, Juli 2022. http://dx.doi.org/10.54377/8d68-d3a6.

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5

Whitney, Richard P., Matthew T. Berger, Samuel Rushing und Cory Peone. Hellsgate Big Game Winter Range Wildlife Mitigation Project : Annual Report 2008. Office of Scientific and Technical Information (OSTI), Januar 2009. http://dx.doi.org/10.2172/961805.

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6

Gonzalez-Caban, Armando, John B. Loomis, Dana Griffin, Elen Wu, Daniel McCollum, Jane McKeever und Diane Freeman. Economic value of big game habitat production from natural and prescribed fire. Albany, CA: U.S. Department of Agriculture, Forest Service, Pacific Southwest Research Station, 2003. http://dx.doi.org/10.2737/psw-rp-249.

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7

Silwal, Bishal, Andrzej Nycz und Mark Noakes. The effect of shielding gases on the geometrical features in metal big area additive manufacturing (mBAAM). Office of Scientific and Technical Information (OSTI), August 2018. http://dx.doi.org/10.2172/1557532.

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8

Berger, Matthew T., und Steven L. Judd. Hellsgate Big Game Winter Range Wildlife Mitigation Site Specific Management Plan for the Hellsgate Project. Office of Scientific and Technical Information (OSTI), Januar 1999. http://dx.doi.org/10.2172/751953.

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9

Irwin, Larry L., John G. Cook, Robert A. Riggs und Jon M. Skovlin. Effects of long-term use by big game and livestock in the Blue Mountains forest ecosystems. Portland, OR: U.S. Department of Agriculture, Forest Service, Pacific Northwest Research Station, 1994. http://dx.doi.org/10.2737/pnw-gtr-325.

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10

Flather, Curtis H., Michael S. Knowles und Stephen J. Brady. Population and harvest trends of big game and small game species: a technical document supporting the USDA Forest Service Interim Update of the 2000 RPA Assessment. Ft. Collins, CO: U.S. Department of Agriculture, Forest Service, Rocky Mountain Research Station, 2009. http://dx.doi.org/10.2737/rmrs-gtr-219.

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