Academic literature on the topic 'Android games'

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Journal articles on the topic "Android games"

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Kim, Nam-su, Seong-ho Kim, Min-su Pack, and Seong-je Cho. "Detecting Android Emulators for Mobile Games." Journal of Software Assessment and Valuation 17, no. 1 (June 30, 2021): 41–50. http://dx.doi.org/10.29056/jsav.2021.06.06.

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Saragih, Doni Indra Sazaly, Risko Liza, and TM Diansyah. "RANCANG BANGUN SISTEM E-SPORT CYBERCAFE FINDER MENGGUNAKAN METODE LBS (LOCATION BASED SERVICE) BERBASIS ANDROID." JURNAL TEKNOLOGI INFORMASI 2, no. 2 (February 1, 2019): 158. http://dx.doi.org/10.36294/jurti.v2i2.431.

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Abstract - The android mobile mapping application is very popular nowadays because it really helps people for daily activities, especially helping gamers especially to find the location of the nearest cybercafe that has qualified specifications to play eSport games, the rapid world of eSport gaming which has more international tournaments. more and more people are focusing on becoming an esport gaming athlete, every esport game requires high computer specifications in order to play it smoothly and without hindrance, this is where the role of cybercafe is, cybercafe provides high-specification computer facilities which are capable of accommodating various eSport games like Dota -2, CS:GO, PUBG, Fortnite, and others. And this application is a liaison between gamers and cybercafe locations located, this application uses the very relevant LBS method used in an application based on the mapping concept, this application is created using an android studio which is thought to be qualified to make an application that is user friendly and easy to use, besides this application also requires an internet connection because it is connected directly to google maps, navigation is very important in the operation of this application. KeyWords - cybercafe, maps, location based service, android mobile, android studio.
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Herzamzam, Dyah Anungrat. "THE EFFECTIVENESS OF EDUCATIONAL GAMES IN MATH LEARNING IN ELEMENTARY SCHOOL." DWIJA CENDEKIA: Jurnal Riset Pedagogik 2, no. 2 (December 31, 2018): 21. http://dx.doi.org/10.20961/jdc.v2i2.26274.

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<p><em>The purpose of this research is to know the effectiveness of: (1) android-based educational games and (2) without the games in learning mathematics.This type of research is experimental with Pretest-Posttest design Randomized Control Group Design. In the process of experimentation conducted observations on two groups of learning i.e. experimental group one which was given treatment with android-based educational games in math, learning and a control group with no game. The population of the research was all learners class II SD PB Sudirman Jakarta with samples of learners classes IIA, IIB, and IIC. Research instrument was a matter of addition and subtraction tests that have been tested with Alpha 0.826. Data analysis techniques using Anava followed by Scheffe test. </em><em>The results showed that: (1) there is a significant difference in effectiveness between learning mathematics using android-based educational games and without a game in learning addition and subtraction class II SD PB Sudirman Jakarta Timur ( FH = 6.211 &gt; Ft (0.05) = 3.02); (2) there is a significant difference in the effectiveness of media math learning using android-based educational games and learning in games without fractions, (sig (p) = 0.005 &lt; 0.05); This shows that the educational learning games mathematics better and effective than without games.</em></p>
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Suryani, Ela, and Kartika Yuni Purwanti. "Pengenalan Game Edukasi Android Sebagai Penunjang Perkembangan Kognitif Anak." Aksiologiya: Jurnal Pengabdian Kepada Masyarakat 3, no. 2 (June 4, 2019): 148. http://dx.doi.org/10.30651/aks.v3i2.1486.

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Community service activities performed in PKK Payungan Village, Kaliwungu District Semarang Regency help to parents understand educational games android decent child consumed. Educational games to support cognitive development of children so that parents must understand the various types of educational game applications, how to choose the right educational game, and how to install on the phone The implementation method used was presentation, demonstration, practice, brainstorming, and sharing about educational game to PKK Payungan Village. This activity is done through three stages: 1) socialization, 2) mentoring, 3) monitoring and evaluation.The results of the implementation of this activity was : 1) understanding educational games android as supporting the cognitive development of children in very good category. This is indicated by the percentage of achievement indicators of educational games (96%), choosing educational games (89%), installing educational games (93%), and implementing educational games (86%); 2) get positive response seen from indicator attendance reaches 93% of target and enthusiastic participant during activity from beginning to end of activity. The final goal of the introduction of educational games was IT literacy parent so as to be able to monitor their children in using mobile phones especially when playing games.
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Abidin, Muhammad Zainal, and Tri Listyorini. "Game Edukatif Membaca Al-Qur’an (Ilmu Tajwid) Berbasis Android." SINTECH (Science and Information Technology) Journal 1, no. 1 (January 26, 2018): 1–6. http://dx.doi.org/10.31598/sintechjournal.v1i1.153.

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Tajweed is one of the material in reading the Holy Qur'an. As well as learning Indonesian, learning to read the Holy Qur'an should know Tajweed. The development of children now, much to exclude learning due to many games on the phone. This becomes our chance to make educative games. Packaging games to read the Qur'an in this case Tajweed become more interactive since the children are not only play but also get the material. Using the prototype method, this educational game reading alquran is packed into a valuable educational game. The results of this study is educational games on how to read alquran (Tajweed) which can be used by all smartphone which uses android platform
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Debnath, Oliva, Saptarshi Debnath, Diptashree Paul, Aneesh Kar, and Mousumi Paul. "GAMES ON ANDRIOD APP IS SUPPORTING THE STUDENT'S ENGLISH LANGUAGE." International Journal of English Learning & Teaching Skills 3, no. 1 (October 1, 2020): 1703–16. http://dx.doi.org/10.15864/ijelts.3105.

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English is one of the most difficult subjects, especially since this subject are presented in every semester in the school whether it is junior or in high school. In addition, this lesson is also considered boring, one of the factors causing it is the process of learning in the classroom that still uses conventional methods of lectures and media, it is better if this lesson is presented in a new form, which is more interesting and raises the passion of learning towards students. One of the emerging technologies today is the android app, almost every student has android with a quota of data package of course, and it allows students to be able to access it anywhere and anytime. One of the applications that exist on android is a language game, or a form of game that directs students in learning English. Teachers can take the advantage of this game's application to intersperse the learning process in the classroom. In addition, the game's application on android is accessible to students anytime and anywhere, so students can learn not only in the classroom but also in outside the classroom, at home, anywhere. In addition to appealing, game applications on android is a form of mobile-based learning implementation that can increase interest and student learning achievements, because indirectly students will be trained through the game they always play in this android app.
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Sukanto, Petrus Sokibi, and I. Ketut Widhi Adnyana. "GAME EDUKASI RPG SEAL BREAKER MENGGUNAKAN RPG MAKER MV BERBASIS ANDROID." Jurnal Bahasa Rupa 2, no. 1 (October 28, 2018): 68–79. http://dx.doi.org/10.31598/bahasarupa.v2i1.240.

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Finding insights into the questions for learning exercises is not only found in schools but outside the school environment such as reading books in the library or by utilizing the sophistication of Smartphones. The majority of children are very willing to play games, based on data from Appbrain (2015) shows that the number of games on Google Play are Action Games totaling 17,853, Casual Games 51,458, Puzzle Games 59,283, Game Education only 14,180. By playing an educational game, children can easily remember and discuss problems. The method used is a system approach with Object Oriented that uses AOO (Object Oriented Analysis) and DOO (Object Oriented Design) which are visualized with UML (Unified Modeling Language) and the results obtained from this study are games that are able to combine RPG games by discussing the questions of the junior high school national exams.
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Erfan, Muhammad, and Mohammad Archi Maulyda. "Meningkatkan Pemahaman Konsep Bangun Ruang Mahasiswa Calon Guru Sekolah Dasar Menggunakan Game Android." PALAPA 8, no. 2 (November 21, 2020): 418–27. http://dx.doi.org/10.36088/palapa.v8i2.925.

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This study aims to improve the conceptual understanding of prospective elementary school teacher students on the concept of geometrical space which includes the relationship between lines and planes as well as lines and lines in geometrical space using Android games. The Android game used was XSection. This research is a quasi-experimental study with a pretest-posttest control group design. The sample in this study was taken using a cluster random sampling technique and obtained class 3C as an experimental class, namely the class that learns using Android-based educational games and 3D class as the control class, namely the class that learns without using Android-based educational games. Data regarding conceptual understanding were obtained by the multiple-choice tests and data were analyzed using independent sample t-test and normalized gain test. The results showed that the experimental class showed a significant increase in understanding the concept of geometrical space compared to the control class. The post-test average score of students' conceptual understanding in the experimental class was higher than the control class so that the Android-based education game was effective in improving students' understanding of the concept of geometrical space for prospective elementary school teachers.
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杨, 曼. "Development of IMMORTAL Games Based on Android Platform." Computer Science and Application 08, no. 04 (2018): 559–64. http://dx.doi.org/10.12677/csa.2018.84063.

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Marpaung, Franky Hadinata, Rhio Sutoyo, Daniel Daniel, Yonas Yonas, and Vedro Vedro. "Pegembangan Game dengan Menggunakan Teknologi Voice Recognition Berbasis Android." ComTech: Computer, Mathematics and Engineering Applications 5, no. 1 (June 30, 2014): 191. http://dx.doi.org/10.21512/comtech.v5i1.2608.

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The purpose of this research is to create a new kind of game by using technology that rarely used in current games. It is developed as an entertainment media and also a social media in which the users can play the games together via multiplayer mode. This research uses Scrum development method since it supports small scaled developer and it supports software increment along the development. Using this game application, the users can play and watch interesting animations by controlling it with their voice, listen the character imitating the users’ voice, play various mini games both in single player or multiplayer mode via Bluetooth connection. The conclusion is that game application of My Name is Dug use voice recognition and inter-devices connection as its main features. It also has various mini games that support both single player and multiplayer.
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Dissertations / Theses on the topic "Android games"

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Marián, Santos Javier. "Monkey Gamer : Automatic Profiling of Android Games." Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96923.

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Due to the huge amount of smart-phone applications available nowadays,there is a need to check them in order to know if they are trustworthy, efficientand reliable. Furthermore, research on smart-phones is really intensive,so it is important to be able to easily profile applications and collect datathat researchers can use. In this thesis we have focused on Android gamesas they represent a big portion of Android applications and Android is themost used mobile operative system nowadays. The thesis work can be divided in two main tasks. The first task consistsof research on Android games in order to know how they are developed,which game design engines are used nowadays and how can we automatisethe execution of Android applications and, in particular, games. The secondstep consists of development of a program called Monkey Gamer that canplay Android games automatically and collect execution traces of the game. The Monkey Gamer analyses the screen shown on a device, recognises theplaces where the user should touch, and interacts with them. Then, consideringeach screen as a state of a state machine, the program tries to coverthe whole game, generating the highest possible number of execution traces. In order to test our solution we have compared the traces generated bythe Monkey Gamer with the ones obtained by some real players, achievinga significant similarity. The tests were executed on three games, coveringdifferent categories and implementation solutions.
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Fekolkin, Roman. "Analysis of Augmented Reality Games on Android platform." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14431.

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In this paper the research surrounding the Augmented Reality in games on Android platform was performed by testing 108 games from Google Play Market and by analyzing the hundreds of user reviews to determine the level of acceptance and the level of technical stability of the mobile games based on that technology. The Location-based, Marker-based and games based on somewhat different approach were studied and compared by the runtimes, game genres and by the featuring aspects including the presence of multiplayer mode, sound effects and the dimension that the virtual objects were positioned in. The overview of the studied games was presented in this paper. The results, for instance, include that the AR game variation is very narrow in terms of gameplay style and technical issues are very commonly encountered and it makes them very influential to the gameplay experience. The rareness of the multiplayer mode among the AR games was discovered meaning the domination of the single-player game designs. The Marker-based games were in general more computationaly heavy than Location-based games when it comes to the runtime performance.
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Löwgren, Martin. "Immersion in Location-Based Games." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5119.

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This thesis focuses on how location-based games can be used to experience places of cultural heritage in new ways. A prototype game was created in which players follow a day in the life of a sergeant while walking to different locations at Karlsborg fortress and unravel a plot about the plan to steal Sweden’s gold reserve. To analyze how well a location-based game worked in this setting gameflow theory was used to measure the player experience, focusing on how concentration and immersion was handled. Since players will switch their focus a lot between the game and their surroundings it is important that the game helps them know what to concentrate on and stay immersed during the game. A small testing session was conducted at Karlsborg fortress which showed an indication that players were able to stay immersed while playing the game and that the social interaction between players played an important role in their experience.
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Almquist, Mathias, and Viktor Almquist. "A study on Android games : 3G energy consumption, CPU-utilization and system calls." Thesis, Linköpings universitet, Programvara och system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-115247.

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The popularity of mobile games has increased drastically during the recent years andmany people use them as their main source of entertainment. Mobile gamescommunicate with other devices over the network which consumes a lot of energy,especially when connected to cellular networks (e.g., 3G). This high energy expensecan feel unjustified to the player since always-on network connectivity is not requiredin order to play most games.Furthermore, the number of malware-infected applications in offical applicationstores has increased significantly in the recent years. These malware-infectedapplications can gain unrestricted access and control of users phones which can be athreat to security. Information about the behaviour characteristics of games can beused to develop or improve systems for detecting malware applications.In this thesis, 20 popular Android games are analysed with a focus on the datacommunication, CPU utilization and system call behaviour. The main subject of thedata communication study is the 3G communication energy consumed by games. Thesystem call study aims at quantifying the number and type of calls used by games.This may be useful in a further study of harmful behaviour by apps.The profiling results presented in this report show that the communication energyvaries drastically among games. Games with a very similar gameplay can consumevery different amounts of energy which indicates that there is room for improvementsin many of the games. Ad-free games consume significantly less energy than gamesthat use in-app advertisements. The results show that improving the advertisementfetching policy could reduce the energy consumption of these games. The majority ofthe games can be played without network connectivity and therefore thecommunication energy consumed could be completely avoided. The thesis alsoshows that games use a wide variety of system calls and that many of the system callsare common among the games.
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Magnuson, Bill. "Building Blocks for Mobile Games : A multiplayer framework for App Inventor for Android." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61253.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 219-220).
Building Blocks for Mobile Games is a client-server multiplayer game-building-framework for the App Inventor for Android platform. The Building Blocks for Mobile Games multiplayer framework includes an App Inventor component and a Game Server running on Google App Engine. The client-side-component packages the complexity of web service calls, data transfer and game state management into a set of graphical code blocks that allow users without programming experience to create Android applications that can access the Game Server API. The Game Server provides basic functionality that can be used to create simple multiplayer games and message-passing applications, such as a multiuser bulletin board. The Game Server is also extensible and can be enhanced with custom modules which provide server commands that implement game logic, perform database operations, access third-party web services, and read RSS feeds. Custom modules were used with Building Blocks to develop a multiplayer card game, a variant of Bulls and Cows with a shared scoreboard, an application that accesses Amazon's book search API and a pair of applications for creating, managing and voting in polls. The clients for these applications are built entirely with the App Inventor graphical blocks language, which can be assembled into Android Applications. The custom modules that support the client programs average less than 50 lines of Python code.
by Bill Magnuson.
M.Eng.
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Nieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.

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Context. Both smartphones and PC games are increasingly commonplace nowadays. There are more and more people who own smartphones and – at the same time – like playing video games. Since the smartphones are becoming widely affordable and offer more and more advanced features (such as multi-touch screens, a variety of sensors, vibration feedback, and others), it is justifiable to study their potential in new application areas. The aim of this thesis is to adapt the smartphone for the use as a game controller in PC racing games and evaluate this solution taking into account such aspects as race results and user experience. Objectives. To this end, two applications were developed - a game controller application for Android‑based smartphones (i.e. the client application) and a PC server application. The applications support a selected open-source PC racing game called SuperTuxKart. The evaluation of the smartphone encompasses both race results (whether the smartphone enables players to achieve comparable results to the keyboard – a standard game controller) and user experience (whether this game controller may be satisfying to players). Methods. An experiment was conducted where 20 participants controlled the SuperTuxKart game using first the smartphone, and then the keyboard or vice versa. The experiment was followed by a questionnaire-based survey of the user experience. Results. The experiment results indicate that the smartphone may achieve results which are comparable to those achieved by the keyboard. The race times corresponding to the smartphone were somewhat longer than those obtained with the keyboard, but the average relative difference was below 18%. The questionnaire results show that more than half of the participants enjoyed the smartphone more than the keyboard, despite the fact that the smartphone turned out to be a more challenging game controller for many players and did not provide so good control of the racing game as the keyboard. Conclusions. Overall, this study shows that the smartphone has a potential to be a suitable, satisfying and enjoyable controller for PC racing games.
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Malm, Tobias, and Johan Lindström. "Development of a real-time multiplayer gamefor the computer tablet." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-84557.

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This master’s thesis discusses game development on the computer tablet, with Apple’s iPadas the target platform. Its main focus is development of non-trivial components such asonline multiplayer and touch(screen) controls for a real-time action game, using frameworksand APIs that are mainly free and open source. For each non-trivial component problems arepointed out and possible solutions are presented, the resulting game, Battle Angels, isevaluated along with the game design and development. Battle Angels is a 2D real-timemultiplayer action game, the development of it lead to the conclusions and results in thisthesis.The abstract nature of the subject of this thesis makes it impossible to present a set of numerical values that can be compared to existing research. The result is therefore presented byshowing images from the actual game with a discussion. It could be concluded that designing and implementing a fast paced multiplayer game on a computer tablet system is a majorchallenge. It typically requires developers to incorporate a variety of different technologiesinto their implementation in order to succeed. It could also be concluded that each technology in its isolation were not a major issue, however combining them and allowing them toco-exist were.
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Gomes, Leonardo Augusto de Figueiredo. "Aplicativos do Sistema Operacional Android na aprendizagem de Matemática: Aplicativos e jogos digitais." Universidade Estadual da Paraíba, 2017. http://tede.bc.uepb.edu.br/jspui/handle/tede/3010.

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The constant presence of technologies in the social and academic life of each of us is perceptible. Our schools are full of mobile devices that can connect the entire school community with the world's knowledge. There are millions of people using a mobile platform such as the Android operating system, which have endless applications with diverse specificity for the various tasks faced by the human being in their day to day life. Considering the presence of this material, in our schools and in the social life of our student, the objective was to analyze the potential of Android applications and digital games in Mathematics teaching in two public schools in the cities of Catingueira-PB and Patos -PB. This study begins at the State School Inácio da Catingueira, in the municipality of Catingueira-PB. In this first stage of the project, the students' opinion about the use of the Matrix application, in Matrix and Determinants teaching, was analyzed through an online questionnaire. After analyzing the results, we considered the use of other applications and digital games, in a public school in the city of Patos-PB: state school of elementary and middle school José Gomes Alves. After the research, in this school, which is qualitative, with a case study technique, through the Likert scale, we seek to understand the students' opinion after using some games and applications in exponential function classes, in a middle grade. After the analysis, we conclude, through the students' answers, that the use of the applications in the classes of exponential function was significantly characterized as instruments, in the process of mathematical learning.
É perceptível a presença constante das tecnologias na vida social e acadêmica de cada um de nós. As nossas escolas estão repletas de dispositivos móveis capazes de conectar toda a comunidade escolar com o conhecimento existente no mundo. São milhões de pessoas utilizando uma plataforma móvel como o sistema operacional Android, que dispõem de infinitas aplicações com diversificada especificidade para as diversas tarefas enfrentadas pelo ser humano, no seu dia-a-dia. Tendo em vista a presença desse material, nas nossas escolas e na vida social do nosso educando, objetivou-se analisar as potencialidades das aplicações e jogos digitais do sistema Android, no ensino de Matemática em duas escolas públicas das cidades de Catingueira-PB e Patos-PB. Tal estudo se inicia na Escola Estadual Inácio da Catingueira, no município de Catingueira-PB. Nessa primeira etapa do projeto, foi analisada a opinião dos alunos sobre a utilização do aplicativo Matrix, no ensino de Matrizes e Determinantes, coletada por meio de um questionário online. Após analisarmos os resultados, pensou-se na utilização de outros aplicativos e jogos digitais, numa escola pública na cidade de Patos-PB: Escola Estadual de ensino fundamental e médio José Gomes Alves. Após a realização da pesquisa, nessa escola, a qual é de cunho qualitativo, com técnica de estudo de caso, através da escala de Likert, buscamos compreender a opinião dos educandos após a utilização de alguns jogos e aplicativos nas aulas de função exponencial, numa turma de 1º ano médio. Após a análise, concluímos, por meio das respostas dos educandos, que a utilização dos aplicativos nas aulas de função exponencial caracterizou-se de forma significativa como instrumentos, no processo de aprendizagem matemática.
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Leissner, Lotta, and Henrik Augustsson. "Spelmotor och spellogik för androidspel." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-37792.

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Denna rapport behandlar utvecklingen av den spelmotor samt spellogik som används i spelet Steam Tale utvecklat under projektnamnet Project Steam Age av gruppen StormBound. Spelet utvecklades i första hand för mobila enheter, och i rapporten ingår även en kort undersökning av mobila spel i ett historiskt perspektiv. Även spelets genre, JRPG, en förkortning av Japanese Role Playing Game, kommer att förklaras som hastigast med referenser till andra spel inom genren. Spelet programmerades för Android OS version 2.3 och framåt i språket Java. En av svårigheterna som påträffades, såsom beskrivs i rapporten, var att säkerställa att spelet fungerar för den varierande prestanda som mobila enheter utgör, inklusive aspekter såsom med eller utan hårdvaruacceleration av grafik, varierande mängd lagringsutrymme och processorkärnor samt storlek på skärmar. Därtill bör man vid skapandet av en applikation av denna typ beakta resurshantering, framförallt beträffande grafik och ljud, ett ämne som behandlas i denna rapport.
This report concerns the development of the game engine and game logic that are used within the game Steam Tale, which during the development process was known as Project Steam Age, by the group StormBound. The game was developed targeting mobile devices, and within this report is included a short perspective on the history of mobile gaming. The game’s genre, JRPG, short for Japanese Role Playing Game, and peripheral concepts in regards to it are explained as well, and in relation to other genres and games available. The game was made for Android v2.3 and later and as such coded in Java. Amongst the difficulties encountered, as detailed within this report, were the task of ensuring that the game runs on a wide range of phone hardware, including aspects such as both with and without hardware-based graphical acceleration, varying amounts of storage space and CPU-cores, as well as differing screen sizes. Furthermore, at the creation of applications such as this one should consider resource handling, especially concerning graphics and sounds, a topic discussed in this report.
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Fekete, Lorand. "Guidelines for creating tablet based learning games of compound kanji for non native learners." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20929.

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This thesis describes the process of identifying design and imple- mentation guidelines for tablet based learning games focusing on the Japanese writing system which consists of multiple complex logo- graphic characters called kanji. The kanji system covers over 2000 different characters where each character has multiple readings. The characters can also be joined to form new words these are called kanji compounds. Through an iterative process of prototype design and creation, we developed and evaluated three game concepts and a dig- ital game artifact for tablet computers. The results of this research presents five design and implementation guidelines for tablet based learning games focusing on compound kanji which were identified through the results from three evaluations which were performed to- gether with participants that had a background in both interaction design and Japanese.
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Books on the topic "Android games"

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Pro Android games. [New York]: Apress, 2009.

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Zechner, Mario. Beginning Android games. [New York, N.Y.]: Apress, 2011.

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Zechner, Mario. Beginning Android games. [New York, N.Y.]: Apress, 2011.

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Zechner, Mario, and Robert Green. Beginning Android Games. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4678-7.

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Silva, Vladimir. Pro Android Games. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4798-2.

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Zechner, Mario, J. F. DiMarzio, and Robert Green. Beginning Android Games. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-0472-6.

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Nardone, Massimo, and Vladimir Silva. Pro Android Games. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-0587-7.

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Silva, Vladimir. Pro Android Games. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-2648-2.

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Zechner, Mario. Beginning Android Games. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4.

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Hagos, Ted, Mario Zechner, J. F. DiMarzio, and Robert Green. Beginning Android Games Development. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6121-7.

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Book chapters on the topic "Android games"

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Hagos, Ted, Mario Zechner, J. F. DiMarzio, and Robert Green. "Android Studio." In Beginning Android Games Development, 29–44. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6121-7_3.

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Nardone, Massimo, and Vladimir Silva. "Discovering Android Wear." In Pro Android Games, 339–68. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-0587-7_11.

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Zechner, Mario, and Robert Green. "Publishing Your Game." In Beginning Android Games, 659–74. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4678-7_15.

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Zechner, Mario. "Android, the New Kid on the Block." In Beginning Android Games, 1–23. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_1.

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Zechner, Mario. "OpenGL ES: Going 3D." In Beginning Android Games, 489–524. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_10.

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Zechner, Mario. "3D Programming Tricks." In Beginning Android Games, 525–76. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_11.

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Zechner, Mario. "Droid Invaders: the Grand Finale." In Beginning Android Games, 577–623. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_12.

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Zechner, Mario. "Publishing Your Game." In Beginning Android Games, 625–36. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_13.

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Zechner, Mario. "What’s Next?" In Beginning Android Games, 637–40. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_14.

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Zechner, Mario. "First Steps with the Android SDK." In Beginning Android Games, 25–50. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_2.

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Conference papers on the topic "Android games"

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Santos, Javier, Simin Nadjm-Tehrani, and Aruna Bianzino. "Monkey Gamer: Automatic Profiling of Android Games." In 6th International Conference on Mobile Computing, Applications and Services. ICST, 2014. http://dx.doi.org/10.4108/icst.mobicase.2014.257771.

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Gadia, Davide, Dario Maggiorini, Davide Puopolo, Laura Anna Ripamonti, and Luca Ziliani. "A Distributed Game Engine for Mobile Games on the Android Platform." In International Conference on Computer-Human Interaction Research and Applications. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006508601420149.

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de Urturi, Zelai Saenz, Amaia Mendez Zorrilla, and Begona Garcia Zapirain. "Serious Game based on first aid education for individuals with Autism Spectrum Disorder (ASD) using android mobile devices." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000343.

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Kartiko, Dwi C., Dwi L. Juniarisca, Abdul R. S. Tuasikal, Bayu B. Prakoso, and Faridha Nurhayati. "Android - Based Sport Board Games for Intellectual Disabilities." In International Joint Conference on Arts and Humanities (IJCAH 2020). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.201201.191.

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Andrade, Cassiano, Ismael Silva, Glivia Barbosa, and Flavio Coutinho. "Real-Time Motion Detection for Android Smartphones." In 2019 18th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2019. http://dx.doi.org/10.1109/sbgames.2019.00029.

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Slivar, Ivan, Zvonimir Dragozet, and Lea Skorin-Kapov. "User customization of the GamingAnywhere Android mobile client interface." In 2015 International Workshop on Network and Systems Support for Games (NetGames). IEEE, 2015. http://dx.doi.org/10.1109/netgames.2015.7383003.

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No, Hae-Sun, Kang-Ho Kim, Yong-Gyun Lim, Sung-Hyun Lee, and Dae-Woong Rhee. "A Study on the Automation Function of the Image Resizing in Android Development Environment." In Proceedings of the Serious Games Conference 2014. Singapore: Research Publishing Services, 2014. http://dx.doi.org/10.3850/978-981-09-0463-0_045.

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"Design and Development of Mobile Games Based on Android Platform." In 2018 2nd International Conference on Systems, Computing, and Applications. Francis Academic Press, 2018. http://dx.doi.org/10.25236/systca.18.031.

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Shieh, Ming-Yuan, Juing-Shian Chiou, and Chun-I. Ko. "Adaptive classification and strategy making system for android soccer games." In 2012 4th International Conference on Intelligent & Advanced Systems (ICIAS). IEEE, 2012. http://dx.doi.org/10.1109/icias.2012.6306153.

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Sephton, Nick, Peter I. Cowling, Sam Devlin, Victoria J. Hodge, and Nicholas H. Slaven. "Using association rule mining to predict opponent deck content in android: Netrunner." In 2016 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2016. http://dx.doi.org/10.1109/cig.2016.7860399.

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