Academic literature on the topic '"Find the necessary letter" game'

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Journal articles on the topic ""Find the necessary letter" game"

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Wahyuni, Ade, and Ade Wahyuni. "APPLICATION OF LEARNING MODEL TEAM GAMES TOURNAMENT (TGT) WITH READ OR PUNISHMENT CARD GAME ON THE MASTERY OF HIRAGANA LETTERS." Kagami : Jurnal Pendidikan dan Bahasa Jepang 13, no. 2 (2022): 119–31. http://dx.doi.org/10.21009/kagami.132.04.

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Mastering Hiragana letters is very necessary in learning Japanese. The large number of letters makes it difficult for students to learn and sometimes students also feel bored to write them down in books. Therefore, an innovative learning model is needed in mastering Hiragana letters. The purpose of this study is to describe the application of Team Games Tournament (TGT) learning model with read or punishment card game on Hiragana mastery and to find out students' response to the application of Team Games Tournament (TGT) learning model with read or punishment card game on Hiragana mastery. Thi
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Kröppl, Michaela, and Georg Yvon. "Virtual Chemistry Exam Preparations Designed as Escape Rooms." European Conference on Games Based Learning 17, no. 1 (2023): 841–46. http://dx.doi.org/10.34190/ecgbl.17.1.1644.

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Chemistry is a very interesting but sometimes for students too theoretical and therefore strenuous topic with a lot of theoretic basic knowledge to be memorized. This can lead to lacking fascination during lectures. In laboratory work chemistry often seems more tangible. In order to enhance the student´s interest for chemistry already for the theoretical basis, new ways for teaching but also exam preparations are being designed. In our work we want to focus on an innovative way for exam preparations combining the theoretical knowledge from the lecture and the practical experience from chemistr
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Harefa, Afore Tahir. "THE EFFECT OF BOUNCING LETTERS GAME ON THE ABILITY OF THE EIGHTH GRADER STUDENTS ’ IN WRITING NOTICES." Jurnal Review Pendidikan dan Pengajaran 3, no. 1 (2020): 36–45. http://dx.doi.org/10.31004/jrpp.v3i1.831.

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Writing the notices becomes one necessary activity before composing the announcements form, displaying information, sharing ideas for the other people, and then putting it into written language form. The Population of this research is the eighth-grader students of SMP Negeri 1 Mandrehe Utara. The eighth-grader's syllabus expected the students to be able to convey something in written notices form. Still, in reality, the students cannot carry something appropriately in the written way of notification. The purpose of this research is to find out whether there is a significant effect of using Bou
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Kok, Johan. "Letter on the Chinese-T-game." Malaya Journal of Matematik 13, no. 01 (2025): 37–45. https://doi.org/10.26637/mjm1301/005.

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This letter presents three new minimization problems related to a new notion called the \emph{Chinese-T-game} in a simple connected graph. The minimization problems stem from the \emph{Chinese-T-walks} generated by the Chinese-T-game rules. It is a letter because some results rely on \emph{axiomatic reasoning} which the author find sufficient. However, some readers may find the reasoning not sufficiently rigorous. It is foreseen that the \emph{Chinese-T-game} will find application in at least, graph data science, robotics, AI, facial recognition, consumer preference analysis and alike. The ide
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Saniti, Rusmi. "USING SCRAMBLE LETTER GAME IN TEACHING ENGLISH AT FIFTH GRADE STUDENTS OF SDN TELUK DALAM 3 BANJARMASIN." ELTR Journal 1, no. 2 (2020): 77–81. http://dx.doi.org/10.37147/eltr.v1i2.51.

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In teaching a language, a teacher should apply some strategies to all level. A good teaching strategy would automatically facilitate to get students interest in learning process and also it can improve students to motivate and achieve to learn English. It is scramble letter game, which is the technique to build words by work cooperative and competitive. Therefore, the researcher would like to find out whether the scramble letter game improves the student achievement in English subject. The research result shows that the effectiveness of using scramble letter game while teaching English has inc
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Saniti, Rusmi. "USING SCRAMBLE LETTER GAME IN TEACHING ENGLISH AT FIFTH GRADE STUDENTS OF SDN TELUK DALAM 3 BANJARMASIN." ELTR Journal 1, no. 2 (2020): 77–81. http://dx.doi.org/10.37147/eltr.v1i2.51.

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In teaching a language, a teacher should apply some strategies to all level. A good teaching strategy would automatically facilitate to get students interest in learning process and also it can improve students to motivate and achieve to learn English. It is scramble letter game, which is the technique to build words by work cooperative and competitive. Therefore, the researcher would like to find out whether the scramble letter game improves the student achievement in English subject. The research result shows that the effectiveness of using scramble letter game while teaching English has inc
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Heha, Siti Solah, Deshra Lies Nurafifah, and Maudyna Rossa Pradita. "IMPROVING VOCABULARY USING INITIAL LETTERS GAMEAT THE FOURTH GRADE OF SDN HARAPAN 01 CIMAHI." PROJECT (Professional Journal of English Education) 1, no. 2 (2019): 139. http://dx.doi.org/10.22460/project.v1i2.p139-144.

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Improving Vocabulary Using Initial Letters Game at The Fourth Grade of SDN Harapan 01 Cimahi. This research conducted to find out students' vocabulary achievement through initial letter game. The subjects of this research were class IV of SDN Harapan 1 Cimahi. The data collected using Classroom Action Researchincluding two cycles and each cycle consist of pretest and the post-test of vocabulary tests. After the implementation of initial letter game activities in first cycle and second cycle, the students’ vocabulary score is getting better. It can be seen from the result of the students’ post-
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Farios, Aziz Anugrah. "Analisis Pemanfaatan Media Permainan Kartu Huruf untuk Meningkatkan Pemahaman Siswa dalam Pembelajaran PAI pada Siswa Kelas Satu Materi Mari Mengenal Huruf Hijaiyah di SD Islam Khaira Ummah Padang." YASIN 3, no. 6 (2023): 1537–49. http://dx.doi.org/10.58578/yasin.v3i6.2010.

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This research was motivated by the application of letter card learning media to improve the understanding of first grade elementary school students. This research aims (1) To find out how teachers design letter card game media in PAI learning materials, let's get to know the hijaiyah letters for class 1 B students at Khaira Ummah Islamic Elementary School in Padang. (2) To find out how teachers apply letter card game media to PAI learning materials, let's get to know the Hijaiyah letters for class 1 B students at Khaira Ummah Islamic Elementary School, Padang. (3) To find out the advantages an
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Elimelech, Adi, and Dorit Aram. "A Digital Early Spelling Game: The Role of Auditory and Visual Support." AERA Open 5, no. 2 (2019): 233285841985770. http://dx.doi.org/10.1177/2332858419857702.

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We constructed a computer game to support preschoolers’ early word spelling without an adult’s assistance. The study explored the relative influence of auditory and visual digital supports on children’s performance. Participants were 96 preschoolers who were randomly assigned into one of three groups: no support, auditory only support, or auditory + visual support. Children in each group played the digital game during eight meetings, and the computer recorded their activity. The auditory + visual support group scored significantly higher than the no support group on all letter tasks. We did no
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Arief, Rifiana, Suryarini Widodo, Ary Bima Kurniawan, Hustinawaty Hustinawaty, and Faisal Arkan. "Model Agile Scrum untuk Pengembangan Sistem Pencarian Dokumen Surat Digital Berbasis Konten Terklasifikasi dengan Ontologi." Jurnal Teknologi Informasi dan Ilmu Komputer 10, no. 6 (2023): 1341–52. https://doi.org/10.25126/jtiik.2023106817.

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Berbagai lembaga pemerintah di Indonesia memodernisasi dokumen persuratan secara digital. Pada sistem pencarian yang ada saat ini, pengarsipan dengan melakukan pengunggahan dokumen hasil pindaian surat, pengklasifikasian surat dan penamaan file surat/pembuatan anotasi masih dilakukan secara manual oleh operator, pencarian masih berdasar nama file/anotasi surat belum berdasar isi konten sehingga sulit menemukan surat sesuai konten teks yang diinginkan. Hasil pencarian juga tidak dapat langsung memperlihatkan informasi spesifik tentang kriteria klasifikasi dari dokumen surat yang diketemukan seh
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Books on the topic ""Find the necessary letter" game"

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Living & Learning. Find the Letter: A First Alphabet Game (First Games). Living & Learning, 2002.

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Coonce, Michael. Find the Letter, a Fun Letter Search Game for Young and Old. Independently Published, 2019.

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House, Anchor Publishing. Big Book of Search and Find Games for Children : Find Differences Game for Toddler with Letter Tracing Animal Coloring Book Vol: 1. Independently Published, 2020.

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karim fun book activity press. Tracing and Coloring for Preschool Kids: Fun and Educational Activity for Kids - Maze Game - Graphic Dictation - Find the Letter. Independently Published, 2020.

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Toddler Alphabet Book, ABC Book, Tracing Letters, Handwriting Practice, Game Find the Letter: Alphabet Books for Toddler Ages 2-4. Independently Published, 2021.

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Edition, Goodwill. Amazing Game Where You Have to Find a Quote in a Text Lorim Ipsum: Hidden Quotes, Leisure, Letter Games and Hallucinations. Independently Published, 2020.

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Publisher, WplusS. I Spy Halloween Activity Book: ABC Guessing Game, Coloring and Guessing Game for Kids Ages 4-8, Search and Find, Great for Learning the Alphabet and Practicing Letter Recognition. Independently Published, 2021.

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Casbow, Nualler. I Spy Christmas Book for Kids Ages 2-5: Can You Find Xmas Tree, Santa, Reindeer and Other Cute Stuff? a Fun Activity Coloring, Letter Tracing and Guessing Game for Toddler and Preschool. Independently Published, 2020.

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Coffman, Loren Loren. I Spy Animals Book for Kids Ages 2-5: I Spy with Little Eye Guessing Game Activity Book for Toddlers, Babies, Preschoolers, Kindergarten, and All Ages Kids. Who Wants to Take a Challenge to Find Animals of Alphabet and Test Letter Sense? Independently Published, 2022.

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Norvell, Jay. Complete Wide Receiver. Human Kinetics, 2013. http://dx.doi.org/10.5040/9781718218994.

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Strong, fast, powerful, intelligent, and focused. Today’s wide receiver must have the total package of physical and mental skills in order to excel at the position. Complete Wide Receiver covers it all, from the fundamental skills to in-game reads and adjustments. In Complete Wide Receiver, legendary coach Jay Norvell provides players and coaches with the instruction, insight, and advice that have produced 8 All-Conference Players and dozens of NFL players, including Reggie Wayne, Marvin Harrison, Troy Vincent, Sage Rosenfelds, Tony Simmons, Jerome Pathon, John Hall, Sam Bradford, Zac Taylor,
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Book chapters on the topic ""Find the necessary letter" game"

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Dallek, Robert. "1944: Victories and Doubts." In Franklin D. Roosevelt and American Foreign Policy, 1932-1945. Oxford University PressNew York, NY, 1995. http://dx.doi.org/10.1093/oso/9780195097320.003.0016.

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Abstract BY THE END OF 1943, Roosevelt believed that he would need a fourth term to conclude the war and design the peace. He was not entirely happy with the idea. “Goel knows I don’t want to,” he told one adviser early in 1944, “but I may find it necessary.” “I just hate to run again for election,” he told Admiral Leahy in the spring, and expressed the hope that progress in the war would make it unnecessary for him to be a candidate. He found considerable appeal in the idea of retiring to Hyde Park. In the winter of 1944 he was sixty-two years old, tired, and in poor health. A number of physi
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Lennox, Charlotte. "Chapter VIII." In The Female Quixote. Oxford University Press, 2008. http://dx.doi.org/10.1093/owc/9780199540242.003.0047.

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Which contains some necessary Consequences of the foregoing Mistakes.—A Soliloquy on a Love-Letter While Arabella passed her Time in her Closet, in the most disagreeable Reflections, Glanville was racking his Brain to find out the Meaning of those mysterious Words she had...
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Allsop, Yasemin, and John Jessel. "Teachers' Experience and Reflections on Game-Based Learning in the Primary Classroom." In Gamification in Education. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-5198-0.ch016.

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This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This research also considers the interview findings in relation to the dynamics between curriculum design, learning culture and practice when implementing game-based learning. A strong link was found between how learning is designed to incorporate digital
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"George Gascoigne, A primer of English poetry (1575)." In English Renaissance Literary Criticism, edited by Brian Vickers. Oxford University PressOxford, 2000. http://dx.doi.org/10.1093/oso/9780198186793.003.0008.

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Abstract The first and most necessary point that ever I found meet to be considered in making of a delectable poem is this, to ground it upon some fine invention.1 For it is not enough to roll in pleasant words, nor yet to thunder in ‘ Rym, Ram, Ruff’ by letter (quoth my master Chaucer),2 nor yet to abound in apt vocables or epithets, unless the invention have If I should undertake to write in praise of a gentlewoman, I would neither praise her crystal eye, nor her cherry lip, etc. For these things are trita et obvia. But I would either find some supernatural cause whereby my pen might walk in
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Edelman, Shimon. "Brains, Minds, and Numbers." In Computing the Mind. Oxford University PressNew York, NY, 2008. http://dx.doi.org/10.1093/oso/9780195320671.003.0001.

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Abstract IF YOU ARE READING THIS in the first couple of decades of the third millennium of the common era, chances are that (1) the human brain is the most complex toy you’ll ever come near, let alone get to play with, and (2) you’re trapped inside one for the foreseeable future. Wouldn’t it be fun to get to know how it works? Even if you are not by inclination a tinkerer, eager to find out how everything works, you may resent being confined in this manner. Indeed, you may wish to evaluate the prospects of upgrading the game console to a better model, or at least to learn how to make the most
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Avni, Guy, Tobias Meggendorfer, Suman Sadhukhan, Josef Tkadlec, and Ðorđe Žikelić. "Reachability Poorman Discrete-Bidding Games." In Frontiers in Artificial Intelligence and Applications. IOS Press, 2023. http://dx.doi.org/10.3233/faia230264.

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We consider bidding games, a class of two-player zero-sum graph games. The game proceeds as follows. Both players have bounded budgets. A token is placed on a vertex of a graph, in each turn the players simultaneously submit bids, and the higher bidder moves the token, where we break bidding ties in favor of Player 1. Player 1 wins the game iff the token visits a designated target vertex. We consider, for the first time, poorman discrete-bidding in which the granularity of the bids is restricted and the higher bid is paid to the bank. Previous work either did not impose granularity restriction
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Van den Ende, Jef, Stefano Laganà, Koenraad Blot, et al. "Development of KABISA." In Global Information Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-939-7.ch070.

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KABISA is a computer-based program for training in diagnostic problems in (sub-) tropical regions. It challenges the individual student with a randomly generated case, for which he should try to find the diagnosis, asking questions, performing a physical examination, and ordering tests. The built-in tutor follows the student’s input with complex logical algorithms and mathematical computations, gives comments and support, and accepts the final diagnosis if sufficient evidence has been built up. Several problems arose with the development. In the first place, the evolution in the teaching of cl
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BORCA, EUSEBIU. "SENSURILE TEXTULUI SACRU ÎN EXEGEZA BIBLICĂ A SFÂNTULUI IOAN GURĂ DE AUR." In Educaţie şi valori în societatea contemporană. Editura Eikon, 2022. http://dx.doi.org/10.56177/epvl.cap11.2022.ro.

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SAINT JOHN CHRYSOSTOM’S VIEW ON BIBLICAL EXEGETICAL METHODS (LITERAL AND SPIRITUAL SENSES). In Chrysostom’s exegetical works, we find the main rules of hermeneutics, which must consider for a correct interpretation. Even if it is an inspired book and the lead author is God, the Bible is the result of cooperation between divinity and humanity. Like Jesus Christ was incarnated in human flesh, so the Word was "incarnated" in the letter of Scripture, to be accessible for his creature. Thus, the external form (the letter) is the human component, instead, the spiritual meaning, the spirit of Scriptu
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Wurster, Charles F. "Changes in Washington Affect the DDT Battle." In DDT Wars. Oxford University Press, 2015. http://dx.doi.org/10.1093/oso/9780190219413.003.0014.

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Late in 1970, President Nixon proposed and Congress approved creation of the Environmental Protection Agency (EPA), in the process transferring the Pesticide Regulation Division from USDA to EPA. For pesticide regulation, this was no minor matter. The transfer was from USDA, an agency that primarily protected pesticide manufacturers and promoted their products, to EPA, an agency that was directly charged with protecting the environment. That was to make a large difference in how the DDT issue would be resolved. The first administrator of EPA was William D. Ruckelshaus, an attorney with a sterl
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Dalpra, Michela. "Rethinking Play Environments for Social Inclusion in Our Communities." In Studies in Health Technology and Informatics. IOS Press, 2022. http://dx.doi.org/10.3233/shti220842.

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“Make cities and human settlements inclusive, safe, resilient and sustainable” is one of the 17 Sustainable Development Goals of the 2030 Agenda approved by the UN General Assembly. This means that every Country must commit to facing the challenge of increasingly welcoming and barrier-free cities, providing “universal access to safe, inclusive and accessible, green and public spaces, in particular for women and children, older persons and persons with disabilities”. The mission of inclusive play is to create accessible and sensory-rich play environments that meet the widest range of users and
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Conference papers on the topic ""Find the necessary letter" game"

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Gero, Katy Ilonka, Zahra Ashktorab, Casey Dugan, et al. "Mental Models of AI Agents in a Cooperative Game Setting (Extended Abstract)." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/648.

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As more and more forms of AI become prevalent, it becomes increasingly important to understand how people develop mental models of these systems. In this work we study people's mental models of an AI agent in a cooperative word guessing game. We run a study in which people play the game with an AI agent while ``thinking out loud''; through thematic analysis we identify features of the mental models developed by participants. In a large-scale study we have participants play the game with the AI agent online and use a post-game survey to probe their mental model. We find that those who win more
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Shiau, Ching-Shin, and Jeremy Michalek. "A Game-Theoretic Approach to Finding Market Equilibria for Automotive Design Under Environmental Regulation." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34884.

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Recent research has extended prior efforts to integrate firm-level objectives into engineering design optimization models by further enlarging the scope to investigate the effects of regulation on the design decisions of profit-seeking firms in competition. In particular, one study examined the effects of environmental policy on vehicle design decisions by integrating quantitative models of engineering performance, market demand, production cost and regulatory penalties in a joint optimization framework using game theory to model the effects of competition on design and pricing. Model complexi
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Jadán-Guerrero, Janio, Marco Santórum, Isabel L. Nunes, and Diana Espinoza. "Learning Based on Board Game to Inspire Mathematical Thinking." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002173.

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Math learning is, together with reading and writing, one of the fundamental learnings of elementary education, given the instrumental nature of these subjects. However, it has been identified the difficulty that students have when they need to solve addition and subtraction math problems with numbers of up to three digits, which is why it is necessary to find new ways to teach students to reason. This article proposes the design of a board game to strengthen logical reasoning. The methodology used in the research began with a diagnosis of 37 fourth grade students from a private school in Ecuad
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Pervak, V. E. "РОЛЬ ИГРОПРАКТИКИ КАК ПСИХОЛОГИЧЕСКОГО ИНСТРУМЕНТА В КОНСУЛЬТИРОВАНИИ СПЕЦИЛИСТА (НА ПРИМЕРЕ ИГРОТРЕНИНГА ИроКом)". У ПЕРВЫЙ МЕЖКОНТИНЕНТАЛЬНЫЙ ЭКСТЕРРИТОРИАЛЬНЫЙ КОНГРЕСС «ПЛАНЕТА ПСИХОТЕРАПИИ 2022: ДЕТИ. СЕМЬЯ. ОБЩЕСТВО. БУДУЩЕЕ». Crossref, 2022. http://dx.doi.org/10.54775/ppl.2022.47.34.001.

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The present time in the midst of the current situation in the world, many professions are experiencing physical and psychological changes. Game practice also goes through its own psychological path of development, because it has been introduced into our lives as an effective psychological method of helping the people through various transformational board and online games. The psychological game "IgroCom" (authors: V. Pervak, M. Kovaleva, E. Danko, A. Muravyeva) is a simulator to train specialists in the field of game practice under the development program "Game practice for specialists of hel
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Putz, Thomas. "THE PROJECT LABOUR MARKET IN TOUCH: NEW NON-ROUTINE SKILLS VIA MOBILE GAME-BASED LEARNING." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-150.

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The project Labour Market in Touch: new non-routine skills via mobile game-based learning is implemented from November 2010 until October 2012, involves people from 8 project partners in 7 European countries (SE, LT, IT, UK, FR, AT, BG), enables nearly 1600 person-days resources, involves more than 600 employees in more than 100 SME all over Europe is supported by the EC in the Lifelong Learning Programme . This 2 years project aims to spread an innovative approach enabling new generations of workers from business services SMEs to develop their crucial non-routine skills via mobile Learning. O
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Serpa-Andrade, Luis, Roberto García-Vélez, Vladimir Robles-Bykbaev, et al. "Intelligent interactive accompaniment platform to support the learning process for highly vulnerable children." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001888.

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Access to information and digital tools worldwide is a reality through the internet; Data in the cloud, connectivity applications, work networks, however, in the area of ​​Education we find problems when implementing a strategy of dissemination, use and application of platforms in the vulnerable sector.We speak of the vulnerable sector as the group of families that do not have access to coverage or equipment that allows access to “Information and Communication Technologies”, the statement made by UNESCO shows through an international study that; approximately 1.5 billion students could not att
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Pervak, V. E. "ТРАНСФОРМАЦИОННЫЙ ПУТЬ ОТ УДАЧИ К УСПЕХУ ЧЕРЕЗ ПСИХОЛОГИЧЕСКИЙ ИГРОТРЕНИНГ". У ПЕРВЫЙ МЕЖКОНТИНЕНТАЛЬНЫЙ ЭКСТЕРРИТОРИАЛЬНЫЙ КОНГРЕСС «ПЛАНЕТА ПСИХОТЕРАПИИ 2022: ДЕТИ. СЕМЬЯ. ОБЩЕСТВО. БУДУЩЕЕ». Crossref, 2022. http://dx.doi.org/10.54775/ppl.2022.46.22.001.

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Today the practice of play therapy is used increasingly in psychological activities. In addition, the specialist includes a transformational game (t-game) in the training form of work or individual counseling more often. The game practice involves the use of a t-game to immerse its participants in a streaming state easily, which allows them to comprehend quickly their internal experiences in a difficult or desirable situation. Game activity allows the participant of the process to actualize and understand his/her condition in the specific life circumstances quickly and to work out his problems
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Galleguillos Negroni, Valentina, Piero Mazzarini Watts, and José Quintanilla Chala. "Inteligencia colaborativa y realidad extendida." In Jornadas sobre Innovación Docente en Arquitectura (JIDA). Universitat Politècnica de Catalunya. Iniciativa Digital Politècnica, 2022. http://dx.doi.org/10.5821/jida.2022.11580.

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From the experience gained since the beginning of the pandemic, we can affirm that not everything can be taught online or everything in person. Now, there is a gap that it is important to identify in a teaching that articulates the fase-to-face-online and to know the optimal dosaje to guarantee quality training. Everything indicates that both systems should converse in a hybrid methodology, or, better said, balanced or harmonized. The challenge is to define the proportion of each thing, both in time and intensity. It seems that, in the conquest of this necessary balance or harmony, “collaborat
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Barreto, Luisa, and Hugo Gonçalves. "Language and Visual Perception as a Communication tool for Children with Autism Spectrum Disorders." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001409.

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This study aims to create a tool to facilitate pedagogy for children with autism spectrum disorders, with a primary focus on investigating how different alternative communication systems can improve the daily lives of these children.Autism is a psychological disorder that expresses itself in the development of different degrees of affectation of the individual in relation to family and social interactions, revealing very specific behavioral characteristics, and deficits in communication and language. Due to the difficulty of diagnosing this pathology in the first years of a child's life, the t
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Akiba, Misato, and Wonseok Yang. "Learning to Read Music by Differences in Perception of Information." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001754.

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The development of information technology and devices has made it easier for everyone to take and share videos and photos, and many number of information has become available in the world. For example, when learning how to play a musical instrument, a game, or a household appliance, they can effectively understand it from videos and images on YouTube or Instagram, instead of reading an instruction manual or a reference book. Whereas the piano is difficult to practice efficiently because repetition and reading music are said to be the two most important elements needed to acquire the skill. The
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