Gotowa bibliografia na temat „Playing and learning”
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Artykuły w czasopismach na temat "Playing and learning"
Susi Yunarti, Dian Harmaningsih i Wijayanti. "Learning by Playing, Playing for Learning". Media Abdimas 2, nr 3 (21.11.2023): 42–51. http://dx.doi.org/10.37817/mediaabdimas.v2i3.3482.
Pełny tekst źródłaEdgington, Margaret. "Playing and learning". Practical Pre-School 2002, nr 36 (listopad 2002): 1. http://dx.doi.org/10.12968/prps.2002.1.36.40418.
Pełny tekst źródłaEdgington, Margaret. "Playing and learning". Practical Pre-School 2003, nr 37 (styczeń 2003): 1. http://dx.doi.org/10.12968/prps.2003.1.37.40451.
Pełny tekst źródłaCowan, Georgie. "Playing and learning". 5 to 7 Educator 2005, nr 6 (kwiecień 2005): xvi. http://dx.doi.org/10.12968/ftse.2005.4.6.17795.
Pełny tekst źródłaCartlidge, Jacki. "Playing and Adults Learning". Cliopsy N° 6, nr 2 (1.10.2011): 53–60. http://dx.doi.org/10.3917/cliop.006.0053.
Pełny tekst źródłaMcRae, Chris. "Listening, Playing, and Learning". Text and Performance Quarterly 33, nr 3 (lipiec 2013): 273–75. http://dx.doi.org/10.1080/10462937.2013.787453.
Pełny tekst źródłaPoling, Devereaux A., i Julie M. Hupp. "Active Learning through Role Playing". College Teaching 57, nr 4 (1.09.2009): 221–26. http://dx.doi.org/10.3200/ctch.57.4.221-228.
Pełny tekst źródłaShailaja, Dr M., Nune Vinaya Reddy, Ambati Srujani i Cherukuthota Upeksha Reddy. "Playing Tetris with Reinforcement Learning". International Journal for Research in Applied Science and Engineering Technology 10, nr 6 (30.06.2022): 2088–95. http://dx.doi.org/10.22214/ijraset.2022.44208.
Pełny tekst źródłaVelioti-Georgopoulos, Maria. "Playing and learning with puppets". Recherches, nr 16 (19.07.2016): 59–66. http://dx.doi.org/10.4000/cher.6435.
Pełny tekst źródłaMorales, Eduardo. "Learning Patterns for Playing Strategies1". ICGA Journal 17, nr 1 (1.03.1994): 15–26. http://dx.doi.org/10.3233/icg-1994-17104.
Pełny tekst źródłaRozprawy doktorskie na temat "Playing and learning"
Rutherford, Kevin J. "Playing/Writing: Connecting Video Games, Learning, and Composition". Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.
Pełny tekst źródłaDazeley, R. "Investigations into Playing Chess Endgames using Reinforcement Learning". Thesis, Honours thesis, University of Tasmania, 2001. https://eprints.utas.edu.au/62/1/Final_Thesis.pdf.
Pełny tekst źródłaDuminy, Willem H. "A learning framework for zero-knowledge game playing agents". Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-10172007-153836.
Pełny tekst źródłaDuminy, Willem Harklaas. "A learning framework for zero-knowledge game playing agents". Diss., University of Pretoria, 2007. http://hdl.handle.net/2263/28767.
Pełny tekst źródłaDissertation (MSc)--University of Pretoria, 2007.
Computer Science
MSc
Unrestricted
Spikol, Daniel. "Playing and Learning Across Locations: : Indentifying Factors for the Design of Collaborative Mobile Learning". Licentiate thesis, Växjö University, School of Mathematics and Systems Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-3698.
Pełny tekst źródłaThe research presented in this thesis investigates the design challenges associated with the development and use of mobile applications and tools for supporting collaboration in educational activities. These technologies provide new opportunities to promote and enhance collaboration by engaging learners in a variety of activities across different places and contexts. A basic challenge is to identify how to design and deploy mobile tools and services that could be used to support collaboration in different kinds of settings. There is a need to investigate how to design collaborative learning processes and to support flexible educational activities that take advantage of mobility. The main research question that I focus on is the identification of factors that influence the design of mobile collaborative learning.
The theoretical foundations that guide my work rely on the concepts behind computer supported collaborative learning and design-based research. These ideas are presented at the beginning of this thesis and provide the basis for developing an initial framework for understanding mobile collaboration. The empirical results from three different projects conducted as part of my efforts at the Center for Learning and Knowledge Technologies at Växjö University are presented and analyzed. These results are based on a collection of papers that have been published in two refereed international conference proceedings, a journal paper, and a book chapter. The educational activities and technological support have been developed in accordance with a grounded theoretical framework. The thesis ends by discussing those factors, which have been identified as having a significant influence when it comes to the design and support of mobile collaborative learning.
The findings presented in this thesis indicate that mobility changes the contexts of learning and modes of collaboration, requiring different design approaches than those used in traditional system development to support teaching and learning. The major conclusion of these efforts is that the learners’ creations, actions, sharing of experiences and reflections are key factors to consider when designing mobile collaborative activities in learning. The results additionally point to the benefit of directly involving the learners in the design process by connecting them to the iterative cycles of interaction design and research.
Alrehaili, Enas Abdulrahman. "A Virtual Reality Role-Playing Serious Game for Experiential Learning". Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/37901.
Pełny tekst źródłaBhagat, Kunj H. "Automatic Snooker-Playing Robot with Speech Recognition Using Deep Learning". Thesis, California State University, Long Beach, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10977867.
Pełny tekst źródłaResearch on natural language processing, such as for image and speech recognition, is rapidly changing focus from statistical methods to neural networks. In this study, we introduce speech recognition capabilities along with computer vision to allow a robot to play snooker completely by itself. The color of the ball to be pocketed is provided as an audio input using an audio device such as a microphone. The system is able to recognize the color from the input using a trained deep learning network. The system then commands the camera to locate the ball of the identified color on a snooker table by using computer vision. To pocket the target ball, the system then predicts the best shot using an algorithm. This activity can be executed accurately based on the efficiency of the trained deep learning model.
Follett, Stephen James. "A computational model of learning in Go". Thesis, University of South Wales, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343412.
Pełny tekst źródłaAndrews, Martin. "Learning strategies for the financial markets". Thesis, University of Cambridge, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.336624.
Pełny tekst źródłaAyeme, Bukola. "Teachers` Perception of Outdoor Learning : Benefits and Challenges of Outdoor Learning". Thesis, Linköpings universitet, Institutionen för beteendevetenskap och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166745.
Pełny tekst źródłaKsiążki na temat "Playing and learning"
White, Jan. Playing and Learning Outdoors. Third Edition. | New York : Routledge, 2020. | “First published by Routledge 2007”—T.p. verso.: Routledge, 2019. http://dx.doi.org/10.4324/9780429469435.
Pełny tekst źródłaLearning statistics through playing cards. Thousand Oaks: Sage Publications, 1996.
Znajdź pełny tekst źródłaBetz, Jeffie. Playing piano: A learning manual. Delhi: White Word Publications, 2012.
Znajdź pełny tekst źródła1970-, Holloway Sarah L., i Valentine Gill 1965-, red. Children's geographies: Playing, living, learning. London: Routledge, 2000.
Znajdź pełny tekst źródłaCady, Short-Thompson, i Lapin Samuel, red. Now playing: Learning communication through film. Wyd. 2. New York: Oxford University Press, 2008.
Znajdź pełny tekst źródłaGarard, Darin. Now playing: Learning communication through film. Wyd. 2. New York: Oxford University Press, 2014.
Znajdź pełny tekst źródłaDarin, Garard, i Adler, Ronald B. (Ronald Brian), 1946-, red. Now playing: Learning communication through film. Wyd. 2. New York: Oxford University Press, 2009.
Znajdź pełny tekst źródłaProctor, Russell F. Now playing: Learning communication through film. Wyd. 2. New York: Oxford University Press, 2012.
Znajdź pełny tekst źródłaNow playing: Learning communication through film. Wyd. 2. New York: Oxford University Press, 2015.
Znajdź pełny tekst źródłaNow playing: Learning American government through film. Wyd. 2. New York: Oxford University Press, 2014.
Znajdź pełny tekst źródłaCzęści książek na temat "Playing and learning"
Meyer, Karen. "Playing Fields". W Speaking of Learning…, 83–99. Rotterdam: SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-716-2_5.
Pełny tekst źródłaKogan, Vita V., i Svetlana V. Nuss. "Playing while learning". W Dynamic Teaching of Russian, 211–29. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003369721-16.
Pełny tekst źródłaBurn, Andrew. "Playing Beowulf I". W Literature, Videogames and Learning, 105–28. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003025597-7.
Pełny tekst źródłaBurn, Andrew. "Playing Macbeth I". W Literature, Videogames and Learning, 151–69. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003025597-9.
Pełny tekst źródłaBurn, Andrew. "Playing Macbeth II". W Literature, Videogames and Learning, 170–84. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003025597-10.
Pełny tekst źródłaBurn, Andrew. "Playing Beowulf II". W Literature, Videogames and Learning, 129–50. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003025597-8.
Pełny tekst źródłaBurn, Andrew. "Playing Macbeth III". W Literature, Videogames and Learning, 185–206. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003025597-11.
Pełny tekst źródłaDaniel, Stanislav, Szilvia Rézműves, Giulia Cortellesi i Zorica Trikić. "Playing for cohesion". W Intergenerational Learning in Practice, 143–56. First edition. | Abingdon, Oxon ; New York, NY : Routledge, 2020.: Routledge, 2019. http://dx.doi.org/10.4324/9780429431616-8.
Pełny tekst źródłaKommers, Piet. "Learning, Playing and Working". W Springer Texts in Education, 245–65. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-88903-6_17.
Pełny tekst źródłaCollins, Margaret. "Outdoor Playing and Learning". W Children's Voices, 173–89. London: Routledge, 2023. http://dx.doi.org/10.4324/9781315168692-15.
Pełny tekst źródłaStreszczenia konferencji na temat "Playing and learning"
Soares, Filomena, i Anabela C. Alves. "Learning While Playing or Playing While Learning?" W ASME 2021 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/imece2021-68801.
Pełny tekst źródłaWong, B. L. William. "Learning Cognitive Task Analysis". W HCI Educators 2009 - playing with our education. BCS Learning & Development, 2009. http://dx.doi.org/10.14236/ewic/hcied2009.6.
Pełny tekst źródłaMaridatter, Kine, i Jørn Weines. "PLAYING AT LEARNING DESIGN". W 15th annual International Conference of Education, Research and Innovation. IATED, 2022. http://dx.doi.org/10.21125/iceri.2022.0235.
Pełny tekst źródłaBočkor Starc, Barbara. "Cooperative Learning, Playing and Physical Activity". W Developing Effective Learning. University of Primorska Press, 2020. http://dx.doi.org/10.26493/978-961-293-002-8.15.
Pełny tekst źródłaGraven, Olaf Hallan, i Lachlan Mhor MacKinnon. "Prototyping Games-Based Environments for learning C++ programming". W HCI Educators 2009 - playing with our education. BCS Learning & Development, 2009. http://dx.doi.org/10.14236/ewic/hcied2009.3.
Pełny tekst źródłaInggs, Cornelia P., Taun Gadd i Justin Giffard. "Learning Concurrency Concepts while Playing Games". W Special Session on Serious Games on Computer Science Learning. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006374705970602.
Pełny tekst źródłaHernandez, Alejandra, Clara Gomez, Marina Galli, Jonathan Crespo i Ramon Barber. "PLAYING AND LEARNING TOOL BASED ON MACHINE LEARNING". W 10th annual International Conference of Education, Research and Innovation. IATED, 2017. http://dx.doi.org/10.21125/iceri.2017.0528.
Pełny tekst źródłaKristensson, Per Ola, i Shumin Zhai. "Learning shape writing by game playing". W CHI '07 extended abstracts. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1240866.1240934.
Pełny tekst źródłaLu, BF, KT Lim, JM Zheng i YY Cai. "Learning molecular biology by VR playing". W the 2004 ACM SIGGRAPH international conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1044588.1044622.
Pełny tekst źródłaKiourt, C., i D. Kalles. "Social Reinforcement Learning in Game Playing". W 2012 IEEE 24th International Conference on Tools with Artificial Intelligence (ICTAI 2012). IEEE, 2012. http://dx.doi.org/10.1109/ictai.2012.51.
Pełny tekst źródłaRaporty organizacyjne na temat "Playing and learning"
Karki, Shanta, Marina Apgar, Mieke Snijder i Ranjana Sharma. Learning from Life Story Collection and Analysis With Children Who Work in the Worst Forms of Child Labour in Nepal. Institute of Development Studies, październik 2022. http://dx.doi.org/10.19088/clarissa.2022.007.
Pełny tekst źródłaAlonso-Robisco, Andrés, José Manuel Carbó i José Manuel Carbó. Machine Learning methods in climate finance: a systematic review. Madrid: Banco de España, luty 2023. http://dx.doi.org/10.53479/29594.
Pełny tekst źródłaBerlanga, Cecilia, Emma Näslund-Hadley, Enrique Fernández García i Juan Manuel Hernández Agramonte. Hybrid parental training to foster play-based early childhood development: experimental evidence from Mexico. Inter-American Development Bank, maj 2023. http://dx.doi.org/10.18235/0004879.
Pełny tekst źródłaSilberstein, Jason. Should Communities Be Managing, Governing or Supporting Schools? A Review Essay on the System Conditions under Which Different Forms of Community Voice Can Improve Student Learning. Research on Improving Systems of Education (RISE), marzec 2023. http://dx.doi.org/10.35489/bsg-rise-wp_2023/141.
Pełny tekst źródłaMcKenna, Patrick, i Mark Evans. Emergency Relief and complex service delivery: Towards better outcomes. Queensland University of Technology, czerwiec 2021. http://dx.doi.org/10.5204/rep.eprints.211133.
Pełny tekst źródłaLidmo, Johannes, Maja Brynteson i Ágúst Bogason. National Support Initiatives in Nordic Spatial Planning. Nordregio, marzec 2024. http://dx.doi.org/10.6027/r2024:61403-2503.
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