Academic literature on the topic 'Anagram game'

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Journal articles on the topic "Anagram game"

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Kartikasari, Dewi, Arjulayana, and Aidil Syah Putra. "THE EFFECT OF ANAGRAM GAME ON THE EIGHTH GRADE STUDENTS’ VOCABULARY MASTERY AT SMPN 3 BALARAJA." Globish: An English-Indonesian Journal for English, Education, and Culture 10, no. 1 (January 12, 2021): 1. http://dx.doi.org/10.31000/globish.v10i1.3223.

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This research was aimed to know the effect of Anagram Game on students’ vocabulary mastery. This research used quantitative method, with quasi-experimental design. This research was conducted in SMPN 3 Balaraja. The number of the sample of the research was 70 students of eighth grade. The instrument in this research was divided into two steps of test, namely pre-test and post-test. Based on the criteria of hypothesis test that if tcount < ttable then Ho is accepted, it means that there is no significant difference students’ result of learning vocabulary mastery between students in experiment class who were taught by using Anagram Game and the students in control class who were not taught by using Anagram Game. Otherwise, if tcount > ttable then H1 is accepted, it means there is any significant difference of students’ result of learning vocabulary mastery between students in experiment class who were taught by using Anagram Game and students in control who were taught by using Anagram Game. The result of the calculation was t – count of ɑ = 5% was 2.04, and for t – table was 1.99. It proved that Anagram Game gave effect on students’ vocabulary mastery.
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Chadwick, C. "THE GAME OF THE ANAGRAM." French Studies Bulletin LX, no. 101 (January 1, 2006): 107. http://dx.doi.org/10.1093/frebul/ktl041.

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Sinaga, Heppy, Herman Herman, and Eben Pasaribu. "THE EFFECT OF ANAGRAM GAME ON STUDENTS’ VOCABULARY ACHIEVEMENT AT GRADE EIGHT OF SMP NEGERI 8 PEMATANGSIANTAR." Journal of English Educational Study (JEES) 3, no. 1 (May 18, 2020): 51–60. http://dx.doi.org/10.31932/jees.v3i1.655.

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This research is aimed to find out whether using Anagram Game give significant effect on students’ vocabulary achievement at grade eight of SMP Negeri 8 Pematangsiantar. Problem raised in this research is “What is the effect of Anagram Game on students’ vocabulary achievement at grade eight of SMP Negeri8 Pematangsiantar?”. To answer this problem the researcher uses some theories, namely: Bachtiar (2014), Harmer (2002), Hiebert and Kamil (2005), Hatch and Farhady (1982) and Sutherland (2009). This research is quantitative research design. Experimental was conducted as the method. The sample of this research are two classes which are VIII-4 as a control class because they are active with better achievement than other class and VIII-9 as an experimental class because they have lower achievement. The result shows that using Anagram Game on students’ vocabulary achievement at grade eight of SMP Negeri 8 Pematangsiantar got high level where as the score of t-test (4.65) was higher than t-table (1.679) at level of significant 5% for two tailed test. So Null Hypothesis was rejected and Alternative Hypothesis was accepted. After analyzing the data, the researcher concludes that using Anagram Game significantly affect the students’ vocabulary achievement and her suggestion is English teacher should have creative method in teaching English to their students especially to increase their vocabulary by using Anagram Game, so that they are not boring to learn English and make the enjoy on it.
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Setyowati, Endang, and Lu’lu’il Maknuun. "THE EFFECTIVENESS OF USING ANAGRAM GAMES TO IMPROVE THE VOCABULARY MASTERY OF THE EIGHTH YEAR STUDENTS OF SMP BHAKTI MALANG." Journey (Journal of English Language and Pedagogy) 3, no. 2 (October 30, 2020): 81–88. http://dx.doi.org/10.33503/journey.v3i2.1017.

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The aim of the research is to know the English vocabulary mastery of the students of SMP Bhakti Malang taught by using anagram games, therefore this research used classroom action research (CAR). This research uses individual CAR that focuses only in one classroom. In addition, the researcher acts as the practitioner that conducts the teaching and learning activity by using Anagram game and as an observer that monitored the teacher’s teaching and also the process of teaching. The subjects of the study are eighth grades of SMP Bhakti Malang in second semester at academic year 2019-2020 class 8A is chosen because their English achievement has not provided satisfactory result. The result shows that there was an improvement of the students’ mean score from preliminary test 56.66 (under the minimum passing grade) increase to 74.25 (pass the minimum passing grade) in test 1 and up to 84.44 in test 2. The standard deviation which decreased from 12.50 in test 1 to 8.34 in test 2 indicates that the students’ score close around the mean score which have passed the minimum passing grade.The success of the Anagram strategy in improving the students’ vocabulary is also supported by the creativity of the teacher in designing appropriate media and material, designing the lesson plan, varying classroom activities and building the cooperation among the students.
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Barnaba, Hengki Yudha, and Asruddin Barori Tou. "PENINGKATAN PENGUASAAN KOSAKATA BAHASA INGGRIS MELALUI MEDIA ANAGRAM DALAM METODE KOOPERATIF TIPE TEAMS GAMES TOURNAMENT." Jurnal Prima Edukasia 2, no. 1 (January 1, 2014): 80. http://dx.doi.org/10.21831/jpe.v2i1.2646.

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Penelitian ini bertujuan untuk meningkatkan penguasaan kosakata bahasa Inggris siswa kelas IV SDN Sagan Yogyakarta menggunakan media anagram dalam metode pembelajaran kooperatif tipe <em>Teams Games Tournament</em> (<em>TGT</em>)<em>. </em>Penelitian ini merupakan penelitian tindakan kelas yang dilak-sanakan dalam dua siklus. Subjek penelitian ini adalah siswa kelas IV yang berjumlah 25 orang.<em> </em>Jenis tindakan yang diterapkan adalah media anagram dalam metode pembelajaran kooperatif tipe <em>TGT.</em> Tindakan dilaksanakan dalam empat tahapan yaitu, tahap presentasi kelas, tahap diskusi kelompok, tahap permainan turnamen, dan yang terakhir tahap penghargaan kelompok. Pengumpulan data dilakukan melalui observasi, tes hasil belajar, dan analisis dokumen. Hasil penelitian menunjukkan bahwa penerapan media anagram dalam metode pembelajaran kooperatif tipe <em>TGT</em> dapat meningkatkan penguasaan kosakata siswa kelas IV SD Negeri Sagan Yogyakarta. <p class="E-JOURNALAbstrakKeywords"><strong>Kata kunci</strong>: penguasaan kosakata, media anagram, pembelajaran kooperatif, Teams Games Tournament.</p>
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Sulistianingsih, Endang, Rizki Dwi Juliani, and Toto Pradjarto. "THE EFFECT OF ANAGRAM GAMES ON SECONDARY LEVEL STUDENTS’ READING ACHIEVEMENT." JOALL (Journal of Applied Linguistics & Literature) 5, no. 1 (February 11, 2020): 52–59. http://dx.doi.org/10.33369/joall.v5i1.8763.

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The study employed a quantitative approach with Two-Group Design. The population consisted of six classes. We took a sample of two classes, VII-C as the experimental group and VII-D as the control group. Samples were determined using cluster sampling techniques. Based on the writer’s observation, some teachers in Junior High School Tegal still used the conventional technique in teaching especially in teaching reading, in fact, reading is very difficult to teach in Junior High School because a lack of vocabulary made the students’ motivation declined in reading. The result of the study revealed the use of Anagram was effective in teaching and learning reading. It happened since in Anagram implementation the students as the participants and the teacher as the facilitator. This situation was suited to the curriculum 2013 in which it concerned students oriented. Besides the students had fun and enjoyed reading because they teach each other, it easy to known students’ lack and need by Anagram Games, students trained to dare to ask and give their opinion especially in leaning reading which has many words and paragraphs. This method is easier, useful and flexible for the teacher to apply because of no need for a lot of time, media, realia and place. So, this study gives recommendations for teachers and students to implement this method.
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Martínez, María Cristina. "Los bárbaros ya son nativos Comentarios a propósito del libro The Game de Alessandro Baricco. Buenos Aires: Anagrama (2019). Edición en español, 328 páginas." Praxis Educativa 23, no. 3 (October 1, 2019): 1–7. http://dx.doi.org/10.19137/praxiseducativa-2019-230309.

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Pudikov, I. "K. CHUKOVSKY AND V. NABOKOV: GLIMPSES OF THEIR PERSONAL AND LITERARY RELATIONSHIPS." Voprosy literatury, no. 2 (September 30, 2018): 180–206. http://dx.doi.org/10.31425/0042-8795-2018-2-180-206.

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The relationship between K. Chukovsky and V. Nabokov is a topic little covered by scholars. Even less is written about the mutual literary influence of the two preeminent Russian authors. The article examines their journals, letters and literary works to reveal the development of their artistic disputes.Doyens of Russian culture, the two simply couldn’t have ignored each other, especially as they met in person before the Revolution and thanks to literary circumstances. The article shows that each one’s personal and artistic opinions were bound to cause a clash of worldviews, which indeed took place on paper, and continued without any face-to-face polemics.The author finds a lot of similarities in the two writers’ creative method: they both demonstrate astonishing literary erudition, synthesize new imagery, plots and narrative forms. Both favoured formalistic and stylistic experimentation, literary game and cryptography, pranking, puns, allusions, and anagrams.
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Damisch, Lysann, Barbara Stoberock, and Thomas Mussweiler. "Keep Your Fingers Crossed!" Psychological Science 21, no. 7 (May 28, 2010): 1014–20. http://dx.doi.org/10.1177/0956797610372631.

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Superstitions are typically seen as inconsequential creations of irrational minds. Nevertheless, many people rely on superstitious thoughts and practices in their daily routines in order to gain good luck. To date, little is known about the consequences and potential benefits of such superstitions. The present research closes this gap by demonstrating performance benefits of superstitions and identifying their underlying psychological mechanisms. Specifically, Experiments 1 through 4 show that activating good-luck-related superstitions via a common saying or action (e.g., “break a leg,” keeping one’s fingers crossed) or a lucky charm improves subsequent performance in golfing, motor dexterity, memory, and anagram games. Furthermore, Experiments 3 and 4 demonstrate that these performance benefits are produced by changes in perceived self-efficacy. Activating a superstition boosts participants’ confidence in mastering upcoming tasks, which in turn improves performance. Finally, Experiment 4 shows that increased task persistence constitutes one means by which self-efficacy, enhanced by superstition, improves performance.
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Kwapisz, Jan. "BEHAGHEL'S CLUB." Classical Quarterly 64, no. 2 (November 20, 2014): 615–22. http://dx.doi.org/10.1017/s0009838814000226.

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Recent decades have witnessed a growing interest injeux de motsin Greek poetry. It was especially the discovery of the ΛΕΠΤΗ acrostic in Aratus'Phaenomenaby J.-M. Jacques in 1960 that stimulated the desire for joining the elite club of those capable of detecting such encrypted messages. This period of intensiveRätselforschungrecently found its culmination in the publication of C. Luz's monograph on linguistic games in Greek poetry, in which an impressive variety of these is discussed: acrostics, palindromes, anagrams, isopsephic poems,carmina figurata, and so forth. Yet even Luz's list is incomplete, and the present discussion aims to offer a brief supplement to her admirable book. I will discuss a playful device used by Greek poets which may not be as spectacular as acrostics but beats them in one hardly negligible respect – that a plausible new discovery may be easier to make in this field.
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Dissertations / Theses on the topic "Anagram game"

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Cedeno, Vanessa Ines. "Pipelines for Computational Social Science Experiments and Model Building." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/91445.

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There has been significant growth in online social science experiments in order to understand behavior at-scale, with finer-grained data collection. Considerable work is required to perform data analytics for custom experiments. In this dissertation, we design and build composable and extensible automated software pipelines for evaluating social phenomena through iterative experiments and modeling. To reason about experiments and models, we design a formal data model. This combined approach of experiments and models has been done in some studies without automation, or purely conceptually. We are motivated by a particular social behavior, namely collective identity (CI). Group or CI is an individual's cognitive, moral, and emotional connection with a broader community, category, practice, or institution. Extensive experimental research shows that CI influences human decision-making. Because of this, there is interest in modeling situations that promote the creation of CI in order to learn more from the process and to predict human behavior in real life situations. One of our goals in this dissertation is to understand whether a cooperative anagram game can produce CI within a group. With all of the experimental work on anagram games, it is surprising that very little work has been done in modeling these games. Also, abduction is an inference approach that uses data and observations to identify plausibly (and preferably, best) explanations for phenomena. Abduction has broad application in robotics, genetics, automated systems, and image understanding, but have largely been devoid of human behavior. We use these pipelines to understand intra-group cooperation and its effect on fostering CI. We devise and execute an iterative abductive analysis process that is driven by the social sciences. In a group anagrams web-based networked game setting, we formalize an abductive loop, implement it computationally, and exercise it; we build and evaluate three agent-based models (ABMs) through a set of composable and extensible pipelines; we also analyze experimental data and develop mechanistic and data-driven models of human reasoning to predict detailed game player action. The agreement between model predictions and experimental data indicate that our models can explain behavior and provide novel experimental insights into CI.
Doctor of Philosophy
To understand individual and collective behavior, there has been significant interest in using online systems to carry out social science experiments. Considerable work is required for analyzing the data and to uncover interesting insights. In this dissertation, we design and build automated software pipelines for evaluating social phenomena through iterative experiments and modeling. To reason about experiments and models, we design a formal data model. This combined approach of experiments and models has been done in some studies without automation, or purely conceptually. We are motivated by a particular social behavior, namely collective identity (CI). Group or CI is an individual’s cognitive, moral, and emotional connection with a broader community, category, practice, or institution. Extensive experimental research shows that CI influences human decision-making, so there is interest in modeling situations that promote the creation of CI to learn more from the process and to predict human behavior in real life situations. One of our goals in this dissertation is to understand whether a cooperative anagram game can produce CI within a group. With all of the experimental work on anagrams games, it is surprising that very little work has been done in modeling these games. In addition, to identify best explanations for phenomena we use abduction. Abduction is an inference approach that uses data and observations. Abduction has broad application in robotics, genetics, automated systems, and image understanding, but have largely been devoid of human behavior. In a group anagrams web-based networked game setting we do the following. We use these pipelines to understand intra-group cooperation and its effect on fostering CI. We devise and execute an iterative abductive analysis process that is driven by the social sciences. We build and evaluate three agent-based models (ABMs). We analyze experimental data and develop models of human reasoning to predict detailed game player action. We claim our models can explain behavior and provide novel experimental insights into CI, because there is agreement between the model predictions and the experimental data.
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Books on the topic "Anagram game"

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Zac, Wherpster, and Zwarp Esther C, eds. Chambers anagrams for crosswords, Scrabble, and all other word games: From Chambers 20th century dictionary. Edinburgh: W & R Chambers, 1985.

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Evans, Rod L. Tyrannosaurus lex: The marvelous book of palindromes, anagrams, and other delightful and outrageous wordplay. New York: Penguin Group, 2012.

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Richard, Lederer. The circus of words: Acrobatic anagrams, parading palindromes, wonderful words on a wire, and more lively letter play. Chicago: Chicago Review Press, 2001.

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Zypher--The Anagram Game. U.S. Games Systems, 2003.

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Anagram Solver. 2nd ed. A & C Black Publishers, 2006.

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Anagram Solver. London: A&C Black, 2008.

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Anagram Solver. 3rd ed. Bloomsbury Publishing PLC, 2006.

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Pewters, Chaz R., Esther C. Zwarp, and Zac Wherpster. Chambers Anagrams. 2nd ed. Chambers, 1994.

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Elvis Lives!: And Other Anagrams. Farrar, Straus and Giroux (BYR), 2000.

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Scrabble Ultimate Word Search Challenge: Includes Clue Puzzles, Anagram Puzzles and More! Topix Media Lab, 2019.

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Book chapters on the topic "Anagram game"

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Xu, Chong-wei. "Event-Driven: Adding a GUI for the Game Anagram In-Text." In Learning Java with Games, 131–54. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72886-5_7.

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Fleisher, Paul. "Anagrams." In Brain Food 100+ Games That Make Kids Think, 149–53. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-17.

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Fowler, Alastair. "Anagrams." In Remembered Words, 213–21. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780198856979.003.0017.

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This chapter focuses on anagrams and acrostics. The anagram’s heyday must still be considered the seventeenth or even the sixteenth century. Then, anagrams were ‘divine notes’ in which providence and destiny might be discovered. Considered as mysterious texts, they might conceal great matters. By far, their commonest appearance was in names, especially the names of the great. Good anagrams, however, were difficult to find. The anagram passion succeeded an earlier rage for acrostic order, which came to be thought much inferior. The chapter then explores the various types of the acrostic order, including simple acrostic, mesostich, letters before and after caesuras, telestich, double acrostic, triple acrostic, and progressive or diagonal acrostic. Unruly anagram acrostics were a staple of the Baconians, whose enthusiasm tempted them to break the rules of the game or invent others at whim.
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Portman, Rosemarie, and Elisabeth Schneider. "Anagrams." In Group Games Playing with Words, 17. Routledge, 2018. http://dx.doi.org/10.4324/9781315173917-9.

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"Game 30 Cryptics - Ratio anagrams." In Financial Games for Training, 119–20. Routledge, 2018. http://dx.doi.org/10.4324/9781351158244-39.

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Portman, Rosemarie, and Elisabeth Schneider. "Anagrams with leftovers." In Group Games Playing with Words, 18. Routledge, 2018. http://dx.doi.org/10.4324/9781315173917-10.

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Conference papers on the topic "Anagram game"

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Hu, Zhihao, Xinwei Deng, Brian J. Goode, Naren Ramakrishnan, Parang Saraf, Nathan Self, Abhijin Adiga, et al. "On the Modeling and Agent-Based Simulation of a Cooperative Group Anagram Game." In 2019 Winter Simulation Conference (WSC). IEEE, 2019. http://dx.doi.org/10.1109/wsc40007.2019.9004754.

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Cedeno-Mieles, Vanessa, Zhihao Hu, Xinwei Deng, Yihui Ren, Abhijin Adiga, Christopher Barrett, Saliya Ekanayake, et al. "Mechanistic and data-driven agent-based models to explain human behavior in online networked group anagram games." In ASONAM '19: International Conference on Advances in Social Networks Analysis and Mining. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3341161.3342965.

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