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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Silva, Ana Alexandrina Gama da, and Antonio Evaldo Klar. "DEMANDA HÍDRICA DO MARACUJAZEIRO AMARELO (Passiflora edulis Sims f. flavicarpa Deg.)." IRRIGA 7, no. 3 (December 13, 2002): 185–90. http://dx.doi.org/10.15809/irriga.2002v7n3p185-190.

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DEMANDA HÍDRICA DO MARACUJAZEIRO AMARELO (Passiflora edulis Sims f. flavicarpa Deg.) Ana Alexandrina Gama da SilvaEmbrapa Tabuleiros Costeiros, CP 44, CEP 49025-040, Aracaju, SE. E-mail: anagama@cpatc.embrapa.brAntonio Evaldo KlarDepartamento de Engenharia Rural, Faculdade de Ciências Agronômicas, Universidade Estadual Paulista, CP 237, CEP 18603-970, Botucatu, SP. E-mail: klar@fca.unesp.brPesquisador Científico do CNPq 1 RESUMO Determinou-se à demanda hídrica e o coeficiente de cultivo (Kc) do maracujá amarelo (Passiflora edulis Sims f. flavicarpa Deg.), seleção Sul-Brasil, cultivado sob irrigação localizada, no município de Botucatu-SP (22o 51’ S, 48o 26’ W). A evapotranspiração máxima da cultura (ETc) e a evapotranspiração de referência (ETo) foram medidas em lisímetros de nível de lençol freático constante, durante o período de 29 de setembro de 2000 a 20 de julho de 2001. Os valores da ETc e ETo foram de 954,98 mm e 1.069,21 mm, respectivamente, durante todo o período medido. Os valores de Kc variaram de 0,42 a 1,12, com os valores máximos registrados entre 150 e 210 dias após o transplantio das mudas no campo (DAT), período correspondente aos estádios fenológicos de florescimento e formação dos frutos. UNITERMOS: Passiflora edulis, evapotranspiração, coeficiente de cultivo (Kc). SILVA, A.A.G. da, KLAR, A.E. YELLOW PASSION FRUIT (Passiflora edulis Sims f. flavicarpa Deg.) CROP: WATER DEMAND. 2 ABSTRACT Crop water demand and crop water coefficient (Kc = ETc/ETo) of yellow passion fruit were evaluated in constant level lysimeters under drip irrigation from September 21, 2000 to July 31, 2001 in Botucatu-SP. The maximum crop water demand (ETc) and the Reference Evapotranspiration (ETo), measured by lysimeters, were 954.98 mm and 1,069.21 mm, respectively, during all period measured. The values of Kc varied from 0.42 to 1.12 with maximum values registered from 150 to 210 days following transplanting during flowering and fruit formation phases. KEYWORDS: Passiflora edulis, evapotranspiration, crop coefficient (Kc).
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12

Orit Halpern. "Anagram, Gestalt, Game in Maya Deren: Reconfiguring the Image in Post-war Cinema." Postmodern Culture 19, no. 3 (2009). http://dx.doi.org/10.1353/pmc.2009.0006.

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13

Panagiotakopoulos, Chris T., and Menelaos E. Sarris. "“Playing With Words”: Effects of an Anagram Solving Game-Like Application for Primary Education Students." International Education Studies 6, no. 2 (January 6, 2013). http://dx.doi.org/10.5539/ies.v6n2p110.

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14

Cadsby, C. Bram, Fei Song, and Francis Tapon. "Are You Paying Your Employees to Cheat? An Experimental Investigation." B.E. Journal of Economic Analysis & Policy 10, no. 1 (April 19, 2010). http://dx.doi.org/10.2202/1935-1682.2481.

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Abstract We compare, through a laboratory experiment using salient financial incentives, misrepresentations of performance under target-based compensation with those under both a linear piece-rate and a tournament-based bonus system. An anagram game was employed as the experimental task. Results show that productivity was similar and statistically indistinguishable under the three schemes. In contrast, whether one considers the number of overclaimed words, the number of work/pay periods in which overclaims occur, or the number of participants making an overclaim at least once, target-based compensation produced significantly more cheating than either of the other two systems. While earlier research has compared cheating under target-based compensation with cheating under non-performance-based compensation, which offers no financial incentive to cheat, this is the first study that compares cheating under target-based schemes to cheating under other performance-based schemes. The results suggest that cheating as a response to incentives can be mitigated without giving up performance pay altogether.
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15

"TEACHING VOCABULARY THROUGH LANGUAGE GAMES – ANAGRAM." International scientific and pedagogical organization of philologists "East-West", 2017, 104–9. http://dx.doi.org/10.33739/2587-5434-2020-3-104-109.

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