Journal articles on the topic '"Find the necessary letter" game'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic '"Find the necessary letter" game.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
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.
Full textKröppl, 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.
Full textHarefa, 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.
Full textKok, Johan. "Letter on the Chinese-T-game." Malaya Journal of Matematik 13, no. 01 (2025): 37–45. https://doi.org/10.26637/mjm1301/005.
Full textSaniti, 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.
Full textSaniti, 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.
Full textHeha, 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.
Full textFarios, 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.
Full textElimelech, 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.
Full textArief, 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.
Full textMattiev, 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.
Full textHayati, 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.
Full textFudhla, 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.
Full textBojanić, 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.
Full textA.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.
Full textД., Нямдорж. "ЧОЙ ЛА ЖАВ СҮ ЧИЙ-НОМЫН АВРАЛД ИТГЭЕ". Хууль сахиулахуй 1, № 1 (2025): 143–44. https://doi.org/10.63570/ztw1v126.
Full textMegahed, 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.
Full textLopatin, 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.
Full textMd, 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.
Full textIntan 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.
Full textRadrizzani, 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.
Full textRadrizzani, 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.
Full textLouis, 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.
Full textYang, 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.
Full textAboelnaga, 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.
Full textNAYAK, 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.
Full textRothenberg, 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.
Full textShevchenko, 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.
Full textBjörnsson, 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.
Full textAtzmon, 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.
Full textCui, 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.
Full textIsmiati, 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.
Full textSoares 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.
Full textAfiana, 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.
Full textКУСАЙНОВА, 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.
Full textRaszewski, 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.
Full textSpasić, 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.
Full textWahyuni, 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.
Full textBi, 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.
Full textHasiana, 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.
Full textZhang, 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.
Full textZhu, 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.
Full textVelcheva, 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.
Full textPertiwi, 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.
Full textHasanah, 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.
Full textSerdukov, 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.
Full textSá, 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.
Full textLindvall, 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.
Full textChairani, 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.
Full textKlaas, 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.
Full text