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1

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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2

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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4

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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7

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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9

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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11

Mattiev, Jamolbek, Ulugbek Salaev, and Branko Kavšek. "Advanced Word Game Design Based on Statistics: A Cross-Linguistic Study with Extended Experiments." Big Data and Cognitive Computing 9, no. 4 (2025): 103. https://doi.org/10.3390/bdcc9040103.

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Word games are of great importance in the acquisition of vocabulary and letter recognition among children, usually between the ages of 3 and 13, boosting their memory, word retention, spelling, and cognition. Despite the importance of these games, little attention has been paid to the development of word games for low-resource or highly morphologically constructed languages. This study develops an Advanced Cubic-oriented Game (ACG) model by using a character-level N-gram technique and statistics, commonly known as the matching letter game, wherein a player forms words using a given number of c
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12

Hayati, Ariadi Retno. "Evaluation Scorring Game Application Construct Based Learning Arabic Letter with Analytical Heuristic Processing." CESS (Journal of Computer Engineering, System and Science) 8, no. 2 (2023): 284. http://dx.doi.org/10.24114/cess.v8i2.45284.

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Pada penelitian ini mengimplementasikan evaluasi penilaian dengan berbasis metode Analytical Heuristic Process (AHP) yang diimplementasikan untuk menilai aplikasi belajar huruf Arab Hijaiyah yang bertujuan menilai lebih sesuai dengan permainan yang terselesaikan. Terdapat beberapa level permainan dan setiap level memiliki desain permainan yang berbeda, dimana pada level 1 adalah kuis soal, level 2 adalah drag and drop, level 3 adalah mencari kata dimana karakter fani akan bergerak atas bawah kanan kiri dengan animasi, level 4 adalah mengumpulkan poin dengan karakter fani meloncat objek dan ber
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13

Fudhla, Nora. "ENHANCING STUDENT’S VOCABULARY BY USING JUMBLED-LETTER GAME IN ENGLISH LANGUAGE TEACHING." Lingua Didaktika: Jurnal Bahasa dan Pembelajaran Bahasa 6, no. 2 (2017): 102. http://dx.doi.org/10.24036/ld.v6i2.7405.

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This paper aims at discussing the ways to enhance student’s vocabulary by using jumbled-letter For some language teachers, teaching vocabulary is challenging, especially in English Language Teaching classroom. Nowadays, the teacher should provide a vocabulary teaching which avoiding vocabulary list memorization or vocabulary translation. Besides, the teacher also should consider about the students’ different ability to master vocabulary. Some language students may master new vocabulary faster than others and some of them may find many difficulties to master new vocabulary. On the other side, s
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14

Bojanić, Milana, and Goran Bojanić. "Self-Learning Mechanism for Mobile Game Adjustment towards a Player." Applied Sciences 11, no. 10 (2021): 4412. http://dx.doi.org/10.3390/app11104412.

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Mobile app markets have faced huge expansion during the last decade. Among different apps, games represent a large portion with a wide range of game categories having consumers in all age groups. To make a mobile game suitable for different age categories, it is necessary to adjust difficulty levels in such a way to keep the game challenging for different players with different playing skills. The mobile app puzzle game Wonderful Animals has been developed consisting of puzzles, find pairs and find differences game (available on the Google Play Store). The game testing was conducted on a group
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A.V., Lots, and Ratsen T.N. "PEDAGOGICAL CONDITIONS FOR THE IMPLEMENTATION OF GAME METHODS AND TECHNOLOGIES AS A STIMULATION OF LEARNING MOTIVATION." ИННОВАЦИОННЫЕ НАУЧНЫЕ ИССЛЕДОВАНИЯ 2022. 6-2(20) (September 19, 2022): 144–50. https://doi.org/10.5281/zenodo.7093813.

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The article is devoted to the consideration of pedagogical conditions for the implementation of game methods and technologies as a stimulation of learning motivation among students. At present, the problem of educational motivation remains relevant. Educators need time and time again to find relevant methods to stimulate student motivation. In terms of stimulating learning motivation through game methods, it is necessary to take into account the peculiarities of their application. When including game technologies in the lesson, the teacher needs to know the pedagogical conditions for the use o
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16

Д., Нямдорж. "ЧОЙ ЛА ЖАВ СҮ ЧИЙ-НОМЫН АВРАЛД ИТГЭЕ". Хууль сахиулахуй 1, № 1 (2025): 143–44. https://doi.org/10.63570/ztw1v126.

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Book can learn discernment four.memorize the letter and find the common values and feel thehidden meaning, it is vital to understand the meaning.True enlightenment as vital to find the value of the library.The “essential values necessary to train your heart.
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Megahed, A. A., A. A. Hemeda, and H. F. A. Madkour. "Approximate Solutions for Nash Differential Games." Journal of Mathematics 2023 (January 17, 2023): 1–10. http://dx.doi.org/10.1155/2023/7374882.

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In this paper, we are concerned with an open-loop Nash differential game. The necessary conditions for an open-loop Nash equilibrium solution are obtained, also the existence for the solution of the dynamical system of the differential game is studied. Picard method is used to find an approximate solution, and the uniform convergence is proved. Finally, we constructed figures for the analysis of the differential game. These results can be applied between economic and financial firms as well as industrial firms.
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18

Lopatin, V. A. "Volleyball is more than a game." Interexpo GEO-Siberia 5 (May 18, 2022): 174–79. http://dx.doi.org/10.33764/2618-981x-2022-5-174-179.

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In this paper, important aspects of educating the moral and volitional qualities of playing in a team are considered. Accessibility in acquiring game skills, understandable rules, emotional coloring and teamwork are the most necessary in modern society, when social networks, which are so common today, have completely absorbed an important component for a person, like live communication. The purpose of this study is to find out the motivation for the preference of students in elective sports, why most of those involved in physical culture leaned towards the choice of playing volleyball.
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Md, Arman, and Ikhsan Nendi. "Money Laundering: A Three Step Secrete Game." Journal of Social Science (JoSS) 2, no. 3 (2023): 353–63. http://dx.doi.org/10.57185/joss.v2i3.60.

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This paper describes, theoretically, what money laundering is and how it is done following some partnered activities over time. This paper also looks for electronic money laundering and found some related and predefined functions which are completed using electronic gadgets and the Internet. To give a clear view on money laundering, the author thinks that it is necessary to make it clear first about the characteristics of money laundering, the reasons behind it, and how it creates negative impacts on the business and economy of a country. In most nations, money laundering is a crime and econom
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Intan Wahyuni, Sri, Ayu Citra Dewi, and Nursaadah Nursaadah. "Improving Literacy Skills through Letter Ball Games for Children 5-6 Years Old." Indonesian Journal of Early Childhood Educational Research (IJECER) 1, no. 2 (2023): 63. http://dx.doi.org/10.31958/ijecer.v1i2.8213.

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Literacy skills is an indicator of language development that must be possessed by early childhood. The literacy skills of children in TKIT Champion are still low, such as children who are not yet able to read their own names, find it difficult to distinguish between several letters. Through the letter ball game it is hoped that it can improve the literacy skills of group B children at TK IT Champion. This research is a class action research. The subjects in this study were children aged 5-6 years in group B class Syawal. Data collection techniques, namely observation and documentation, are the
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Radrizzani, Ives. "De la gestion des fantômes du nihilisme. La réponse de la Destination de l’homme." Fichte-Studien 47 (2019): 34–43. http://dx.doi.org/10.5840/fichte2019475.

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The accusation of Nihilism, which Jacobi expressed in his Letter to Fichte, marks a caesura in Fichte’s production. Reputed to be the paradigmatical representantive of a philosophical tradition letting any reality dissolve in a simple game of shadows, Fichte sees himself constrained to clarify the status of the image in his system. This paper aims to examine the strategy to which he has recourse in the Destination of Man, in order to find an answer to the attack.
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Radrizzani, Ives. "De la gestion des fantômes du nihilisme. La réponse de la Destination de l’homme." Fichte Studien 47, no. 1 (2019): 34–43. https://doi.org/10.1163/18795811_04701004.

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The accusation of Nihilism, which Jacobi expressed in his Letter to Fichte, marks a caesura in Fichte’s production. Reputed to be the paradigmatical representantive of a philosophical tradition letting any reality dissolve in a simple game of shadows, Fichte sees himself constrained to clarify the status of the image in his system. This paper aims to examine the strategy to which he has recourse in the Destination of Man, in order to find an answer to the attack.
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Louis, Catherine. "Catherine Louis: Illustrator–Switzerland." Bookbird: A Journal of International Children's Literature 61, no. 4 (2023): 58. http://dx.doi.org/10.1353/bkb.2023.a912575.

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Abstract: "What I consider interesting about illustrating is, precisely, not to illustrate, but to open other doors, other perspectives. The text is there, it is not necessary to repeat things. Creating surprises is a game I find so fascinating."
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Yang, Jihoon, and Jong-Soo Seo. "The Influence of Stress on Game overindulgence in Secondary Student: Moderating Effect of Friendship." Korean Youth Counseling Association 5, no. 1 (2024): 107–20. http://dx.doi.org/10.51613/jkyca.2024.5.1.107.

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This research was to find out the moderating effect of friendship in the effect of stresson game overindulgence in middle and high school students. We analyzed 4,921 casesfrom the 2021 Korean Children and Youth Well-Being Index Survey: Middle School andHigh School Students. As the results, stress has a positive effect on game overindulgenceand friendship were found to have a moderating effect. Based on these results, practicalstrategies to prevent game overindulgence are as follows. Tests and counseling to reducestudents stress for students and surrounding people. And it is necessary to provid
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Aboelnaga, Yousria A., and Mai Zidan. "MIN-MAX SOLUTIONS FOR PARAMETRIC CONTINUOUS STATIC GAME UNDER ROUGHNESS (PARAMETERS IN THE COST FUNCTION AND FEASIBLE REGION IS A ROUGH SET)." Ural Mathematical Journal 6, no. 2 (2020): 3. http://dx.doi.org/10.15826/umj.2020.2.001.

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Any simple perturbation in a part of the game whether in the cost function and/or conditions is a big problem because it will require a game re-solution to obtain the perturbed optimal solution. This is a waste of time because there are methods required several steps to obtain the optimal solution, then at the end we may find that there is no solution. Therefore, it was necessary to find a method to ensure that the game optimal solution exists in the case of a change in the game data. This is the aim of this paper. We first provided a continuous static game rough treatment with Min-Max solutio
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NAYAK, PRASUN KUMAR, and MADHUMANGAL PAL. "LINEAR PROGRAMMING TECHNIQUE TO SOLVE TWO PERSON MATRIX GAMES WITH INTERVAL PAY-OFFS." Asia-Pacific Journal of Operational Research 26, no. 02 (2009): 285–305. http://dx.doi.org/10.1142/s0217595909002201.

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A fuzzy two person interval game problem is proposed and treated in this paper which is not easily tackled by the conventional methods. First, with respect to this pay-off values, a necessary and sufficient condition for the existence of a saddle point is proved. Based on interval value model, we are to find the value of interval game without saddle point. Finally, example is given to illustrate the procedure and to indicate the performance of the proposed method.
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Rothenberg, Jeff. "Ensuring the Longevity of Digital Information." International Journal of Legal Information 26, no. 1-3 (1998): 1–22. http://dx.doi.org/10.1017/s0731126500000469.

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The year is 2045, and my grandchildren (as yet unborn) are exploring the attic of my house (as yet unbought). They find a letter dated 1995 and a CD-ROM (compact disk). The letter claims that the disk contains a document that provides the key to obtaining my fortune (as yet unearned). My grandchildren are understandably excited, but they have never seen a CD before—except in old movies—and even if they can somehow find a suitable disk drive, how will they run the software necessary to interpret the information on the disk? How can they read my obsolete digital document?
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Shevchenko, V. "SYMON PETLIURA’S LETTER TO MINISTER OF DEFENCE MYKOLA YUNAKIV." Bulletin of Taras Shevchenko National University of Kyiv. History, no. 137 (2018): 52–56. http://dx.doi.org/10.17721/1728-2640.2018.137.2.10.

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The publication aims to open to the public epistolary and documentary source for the history of the Ukrainian government in exile in the field of diplomacy and international cooperation. Symon Petliura as Chairman of the Directory of the UNR in his letter to Mykola Yunakiv dated August 28, 1922, reveals the general geopolitical situation in Europe, the Near East and the Caucasus. All important events are described in a letter from these regions he brings to the Ukrainian centered denominator, trying to find a positive exit to "Ukrainian question" among the international community and with the
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Björnsson, Yngvi, and Kári Halldórsson. "Improved Heuristics for Optimal Pathfinding on Game Maps." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2, no. 1 (2021): 9–14. http://dx.doi.org/10.1609/aiide.v2i1.18740.

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As computer game worlds get more elaborate the more visible pathfinding performance bottlenecks become. The heuristic functions typically used for guiding A*-based path inding are too simplistic to provide the search with the necessary guidance in such large and complex game worlds. This may result in A*-search exploring the entire game map in order to find a path between two distant locations. This article presents two effective heuristics for estimating distances between locations in large and complex game maps. The former, the dead-end heuristic, eliminates from the search map areas that ar
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Atzmon, Dor, Roni Stern, and Abdallah Saffidine. "Bounded Suboptimal Game Tree Search." Proceedings of the International Symposium on Combinatorial Search 9, no. 1 (2021): 10–18. http://dx.doi.org/10.1609/socs.v9i1.18448.

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Finding the minimax value of a game is an important problem in a variety of fields, including game theory, decision theory, statistics, philosophy, economics, robotics, and security. Classical algorithms such as the Minimax algorithm can be used to find the minimax value, but require iterating over the entire game tree, which is in many cases too large. Alpha-Beta pruning identifies portions of the game tree that are not necessary for finding the minimax value, but in many cases the remaining part of the game tree is still too large to search in reasonable time. For such cases, we propose a cl
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Cui, Chunsheng, Zhongwei Feng, and Chunqiao Tan. "Credibilistic Loss Aversion Nash Equilibrium for Bimatrix Games with Triangular Fuzzy Payoffs." Complexity 2018 (December 16, 2018): 1–16. http://dx.doi.org/10.1155/2018/7143586.

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Inspired by Shalev’s model of loss aversion, we investigate the effect of loss aversion on a bimatrix game where the payoffs in the bimatrix game are characterized by triangular fuzzy variables. First, we define three solution concepts of credibilistic loss aversion Nash equilibria, and their existence theorems are presented. Then, three sufficient and necessary conditions are given to find the credibilistic loss aversion Nash equilibria. Moreover, the relationship among the three credibilistic loss aversion Nash equilibria is discussed in detail. Finally, for2×2bimatix game with triangular fu
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Ismiati, Ismiati, and Brigita Puridawaty. "The Effect of Stimulating Games with Stickers with Vowal Letters Into Meaningful Words on Reading Interest in Children Aged 5-6 Years at Bintang Kecil Kindergarten, Rawamangun Village, East Jakarta." Journal of Scientific Research, Education, and Technology (JSRET) 4, no. 1 (2025): 490–98. https://doi.org/10.58526/jsret.v4i1.498.

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This study aims to find out and analyze the effect of the stimulation of the voca letter sticker game into a meaningful word on the interest in reading in children aged 5-6 years at Kindergarten Bintang Kecil Rawamangun, East Jakarta. This study uses a quasi-experimental design with a pretest-posttest approach. The subjects of the study were children aged 5-6 years who participated in learning with the media of vowel stickers. The vaid and reliability of the research instrument were tested, with the results showing that all items of the vaid questionnaire were vaid (correlation coefficient &gt
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Soares Júnior, José Jonas Pinheiro, José Ricardo Santos de Lima, Gylnara Kylma Feitosa Carvalhêdo Almeida, Will Ribamar Mendes Almeida, and Yonara Costa Magalhães. "Educational digital game for the development of skills in children outside the literacy range." Concilium 23, no. 15 (2023): 97–110. http://dx.doi.org/10.53660/clm-1601-23i26.

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The use of educational applications is becoming increasingly common, parents and guardians are already looking for ways to make their children develop skills from an early age that facilitate the literacy process, such as thinking, following the rules, motor control, memory, among others. The great challenge for these parents is to find something to train this knowledge without their child being disinterested in practicing, and the use of technology can make this problem something tangible when well planned and executed. The use of gamification provides a basis for application developers to cr
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Afiana, Nesya Fitri, and Enny Aryanny. "Marketing Strategy Analysis on Features Live Shopping with Game Theory (Case Study: Live Shopping Users in Surabaya City)." IJIEM - Indonesian Journal of Industrial Engineering and Management 4, no. 3 (2023): 288. http://dx.doi.org/10.22441/ijiem.v4i3.20931.

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In business competition, it is necessary to have a strategy in dealing with competition as a tool to improve business quality so that an appropriate and optimal strategy is needed for companies to win market share. This research aims to determine the optimum marketing strategy for the live shopping marketplace features of Shopee, Tokopedia, and Lazada to increase sales through the live shopping feature. One way that can be used to analyze the right marketing strategy is by applying game theory to find out the optimal strategy for players. The results of this study in Shopee's first game agains
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КУСАЙНОВА, Ж. А. "ИСПОЛЬЗОВАНИЕ ИНТЕРАКТИВНЫХ ИГРОВЫХ ТЕХНОЛОГИЙ - КАК СПОСОБ ПОВЫШЕНИЯ МОТИВАЦИИ ОБУЧАЮЩЕГОСЯ К ЗАНЯТИЯМ". Archivarius 8, № 2(65) (2022): 7–12. http://dx.doi.org/10.52013/2524-0935-65-2-2.

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В статье изучены возможности повышения знаний и склонностей, личностных качеств-способностей школьника через игру. "Игра-жизненный опыт для ребенка»,-отметил М. Жумабаев, «игра-основа духовного развития ребенка», - подчеркнули в своих работах Ж. Плаже, К. Левин, Л. С. Выготский, Д. Б. Эльконин. Умение подбирать потребности в играх-зависит от мастерства учителя. Эффективнее использовать словарные игры в развитии языка школьника. Одна из таких игр - «найди нужное слово». Цель игры-учить правильно находить и произносить нужные слова, формировать внимание учащихся. Учитель называет обобщающее слов
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Raszewski, Zbigniew. "Problems with working with acrylic resins-letter." Open Access Journal of Science 4, no. 3 (2020): 131–33. http://dx.doi.org/10.15406/oajs.2020.04.00161.

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The aim of this article is to introduce dentists and dental technicians to the possible stages of formation of troubles during the work and the fabrication of removable dentures. Based on 20 years of experience, author would like to share with readers this experiences, thoughts and conversations with various people about acrylic resins. If you have ever had problems such as porosity, discoloration or falling out teeth with a finished acrylic denture, this article will help you to follow through the different stages of work and find out what needs to be corrected and that there is no need to re
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Spasić, Marija. "Načelo nezavisnosti i prevara u poslovima dokumentarnog akreditiva i samostalne bankarske garancije." Pravo i privreda 61, no. 3 (2023): 981–12. http://dx.doi.org/10.55836/pip_23310a.

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This paper analyzes the independence principle and the impact of fraud on the obligation to pay letter of credit or guarantee amount in documentary letter of credit and independent bank guarantee. The independence principle implies that participants in legal relations base their rights and obligations only on facts of the relations in which they find themselves in. The most important exception to independence principle is fraudulent claim for collection. First of all, rules of the ICC and UNCITRAL were discussed. It is necessary to start from rules of these organizations because they adopted t
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Wahyuni, Sari, M. Ridha Alhamdani, and Jawas Dwijo Putro. "GAME CENTER: WAHANA PERMAINAN BERBASIS TRADISIONAL DAN DIGITAL." JMARS: Jurnal Mosaik Arsitektur 9, no. 1 (2020): 1. http://dx.doi.org/10.26418/jmars.v9i1.43900.

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Over time, everyone grows up with what he remembers during our lifetime. Game Center is the place for the memory gathering. This has an impact on the interest of both young and old players which will continue to grow every year. Currently Pontianak does not have this game center. Meanwhile, game enthusiasts, especially in terms of audio-visual, are getting higher. From the static data in Statista, it states that the high demand and activity from games. Therefore, it is necessary to design a Game Center. The Game Center design is designed not only as a mere function of a game center, but also a
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Bi, Fei, Haiwei Zhou, Min Zhu, and Weiwei Wang. "Economic benefit evaluation of water resources allocation in transboundary basins based on particle swarm optimization algorithm and cooperative game model—A case study of Lancang-Mekong River Basin." PLOS ONE 17, no. 7 (2022): e0265350. http://dx.doi.org/10.1371/journal.pone.0265350.

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The present work aims to find the optimal solution of Nash Equilibrium (NE) in the traditional Game Theory (GT) applied to water resources allocation. Innovatively, this paper introduces Particle Swarm Optimization (PSO) into GT to propose a cooperative game model to solve the NE problem. Firstly, the basic theory of the PSO algorithm and cooperative game model is described. Secondly, the PSO-based cooperative game model is explained. Finally, the PSO-based cooperative game model is compared with the Genetic Algorithm (GA) to test the performance. Besides taking the countries in Lancang Mekong
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Hasiana, Isabella. "PENGARUH PERMAINAN KARTU HURUF TERHADAP KEMAMPUAN MEMBACA ANAK KELOMPOK A DI TK AMANDA CIPTA MENANGGAL SURABAYA." Incrementapedia: Jurnal Pendidikan Anak Usia Dini 3, no. 01 (2021): 26–31. http://dx.doi.org/10.36456/incrementapedia.vol3.no01.a3851.

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This research is motivated by the lack of use of letter cards in learning in kindergarten, in this case to develop children's reading skills, it is very necessary to have interesting learning such as letter card games, because by using letter card games develop the ability of the right brain, can recognize letters easily, with letter cards children can learn while playing, so that children are not easily bored and bored, children in kindergarten Amanda are less developed reading skills because of that many children can not read, develop abilities reading children can help children in preparing
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Zhang, Zhifan, Yangfei Zheng, and Yiling Wang. "Is It Necessary to Play Well to Get a Higher Salary?" Advances in Economics, Management and Political Sciences 106, no. 1 (2024): 1–9. http://dx.doi.org/10.54254/2754-1169/106/20241875.

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As a business league, there are a lot of business in the NBA, and the most hotly debated one is the salary of NBA players. The difference between one players salary and another might be like a chasm, even though those players are in the same league. In this paper, we selected over 100 players who play in the NBA league and separated them into two parts by their salaries and performance. We collected different datasets for those players, both on-court and off-court, to find out which factor is highly related to the salary. We aim to help NBA teams and players find the right salary for each one
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Zhu, Yiyao, and Haiqi Huang. "Using Genshin Impact as an Example, Examining How Local Cultural Embedding Can Enhance the Player's Gaming Experience." Communications in Humanities Research 31, no. 1 (2024): 140–48. http://dx.doi.org/10.54254/2753-7064/31/20232047.

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This research examines how the Genshin game developers organically incorporate culture into their games and improve player experience. Using quantitative methods, researchers analyzed 3 interviews with Genshin users to explore their attitudes and feelings towards the integration of Chinese cultural characteristics into the games. Through this game, many Chinese players have developed a sense of cultural pride, and the developers are very good at the details of the game. This game also spreads Chinese culture to the world. In many foreign websites, such as YouTube, Twitter can see a lot of fore
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Velcheva, Ivelina, and Ivan Dimitrov. "EDUCATIONAL SCRATCH GAME RELATED TO THE SUBJECT OF MAN AND NATURE FOR 4TH GRADE." Education and Technologies Journal 14, no. 1 (2023): 222–28. http://dx.doi.org/10.26883/2010.231.5099.

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The following work presents an educational game created with the Scratch programming language, which includes part of the teaching material on the subject Man and Nature for the 4th grade. The aim is to help the activity of the primary teacher by providing additional learning resources, which it could use when it necessary. An alternative way of organizing the educational process in the form of a game is presented – more interesting, more attractive and more dynamic (if we compare it with traditional methods). The game is titled „The Treasure of Anubis“ and the story revolves around a hero who
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Pertiwi, Wayan Gian Nita, and Adaninggar Septi Subekti. "Undercover game to improve vocabulary mastery among Indonesian English course students: An action research study." LingTera 11, no. 2 (2024): 121–32. https://doi.org/10.21831/lt.v11i2.70849.

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This study aimed to investigate the extent to which the use of the Undercover Game could improve Indonesian English course students’ vocabulary mastery. The study involved eight senior high school students enrolled in an English course at an institution in Yogyakarta, Indonesia. A Classroom Action Research (CAR) design was employed, consisting of three cycles, each of which included planning, acting and observing, and re-planning phases, with an observation checklist and field notes used as data collection instruments. Pre-tests and post-tests were conducted before Cycle 1 and after Cycle 3, r
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Hasanah, Uswatun. "DEVELOPMENT OF RABBIT GOALS GAME TO INCREASE STUDENT MOTIVATION IN THEMATIC LEARNING AT PRIMARY SCHOOL." Jurnal Teknoinfo 17, no. 1 (2023): 311. http://dx.doi.org/10.33365/jti.v17i1.2349.

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Playing is an activity that cannot be separated in children lives. Children preference for playing needs attention so that the games they do support their competence. Especially with the development of technology in the era of the Industrial Revolution 4.0, it has changed the pattern of conventional games into digital-based games. So it is necessary to develop educational games that can meet the needs of children in playing and learning. The purpose of this study was to develop an educational game for thematic subjects called rabbit goals and to find out the impact of using this game on childr
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Serdukov, V. I., N. A. Serdyukova, and S. I. Shishkina. "Mathematical Single-Player Computer Game Model to Reproduce Duel Fight of Tanks." Mathematics and Mathematical Modeling, no. 3 (September 20, 2020): 29–42. http://dx.doi.org/10.24108/mathm.0320.0000225.

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In improving computer games, which reproduce a battle of tanks, two tasks can be distinguished: increasing a collection of game tools to represent virtual prototypes of real tank models and ensuring a realistic game. To solve these problems, a tool is necessary that allows us to compare gaming capabilities of virtual tank brands with combat capabilities of their real prototypes. A mathematical model of a computer game that reproduces a duel battle of tanks can be used as the tool. The specified model satisfies the following requirements: the sequence of operations reproduced in the model is in
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Sá, Nelson, and Evsen Turkay. "Ticket Pricing and Scalping: A Game Theoretical Approach." B.E. Journal of Economic Analysis & Policy 13, no. 2 (2013): 627–53. http://dx.doi.org/10.1515/bejeap-2013-0042.

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Abstract Ticket scalping is frequently related to the economic puzzle of underpricing by promoters. It is also disputed whether event promoters benefit from scalper participation or not. Our article explores two questions: can promoters benefit from scalpers’ activities and what are the resulting consumer welfare effects? We address these questions by developing a three period game where the secondary market is supported by an auction mechanism, interacting with primary market decisions. We find that participation by scalpers can lead to underpricing in the primary market and that this may ben
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Lindvall, Torgny. "ON SIMULATION OF STOCHASTICALLY ORDERED LIFE-LENGTH VARIABLES." Probability in the Engineering and Informational Sciences 14, no. 1 (2000): 1–7. http://dx.doi.org/10.1017/s0269964800141014.

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Let F and G be life-length distributions such that F [D over less-than or equals] G. We solve the following problem: How should (X,Y) be generated in order to maximize [hollow letter P](X = Y), under the conditions X [D over equals] F, Y [D over equals] G, and X ≤ Y? We also find a necessary and sufficient condition for the existence of such a maximal coupling with the property that X and Y are independent, conditioned that X < Y. It is pointed out that using familiar Poisson process thinning methods does not produce (X,Y) which maximizes [hollow letter P](X = Y).
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Chairani, Sri. "USING SCRABBLE FOR LEARNING ENGLISH VOCABULARY AT MAN 2 KUANTAN SINGINGI." Language Literacy: Journal of Linguistics, Literature, and Language Teaching 5, no. 1 (2021): 205–12. http://dx.doi.org/10.30743/ll.v5i1.3858.

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Reading, writing, listening, and speaking are four language skills that need to be mastered. The skills include language components: vocabulary, grammar, spelling, and pronounciation. Among the language components, vocabulary become potential to be improved with various medias of learning since vocabulary is one of the main factors to understand a language. Therefore, this research is determined to find out the impacts of using scrabble for learning English vocabulary at Kampung Inggris Pare AEC MAN 2 Kuantan Singingi. The scrabble game can help the students understand vocabulary easily. They
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Klaas, Mike, Tristram Southey, and Warren Cheung. "Particle-Based Communication Among Game Agents." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 1, no. 1 (2021): 75–80. http://dx.doi.org/10.1609/aiide.v1i1.18719.

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One approach to creating realistic game AI is to create autonomous agents that can perform effectively with no more knowledge than a human player would have in their place. In a multi-agent setting, it is also necessary to devise a means for communicating among agents in collaborative game scenarios (such as a group of controlled agents that are searching for the player), since agents no longer have access to global knowledge. We present a method for communication using particle filters in the setting of game state estimation. Particle filters are an efficient, nonparametric means of performin
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