Academic literature on the topic 'Game content'

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Journal articles on the topic "Game content"

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Atmaja, Pratama Wirya, Faisal Muttaqin, and Sugiarto Sugiarto. "Facilitating educational contents of different subjects with context-agnostic educational game: A pilot case study." Register: Jurnal Ilmiah Teknologi Sistem Informasi 6, no. 1 (2020): 53. http://dx.doi.org/10.26594/register.v6i1.1726.

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Educational games are increasingly popular and successful in facilitating various subjects and educational topics. Developing the games are often costly as the developers need to develop specific game content to facilitate each different educational content. One solution to the cost problem is the context-agnostic approach, which allows a game to facilitate educational contents of different subjects or educational topics with zero or minimal modifications to its game content. However, researches on the approach are still scarce, including those aimed at examining real-world applications of the
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Italo, Felipe Capasso-Ballesteros, and De la Rosa-Rosero Fernando. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería, Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. https://doi.org/10.17533/udea.redin.20200369.

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<em>Machinations Ruleset Generator&nbsp;</em>(MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the particip
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Hafis, Muhammad, Herman Tolle, and Ahmad Afif Supianto. "A literature review of Empirical Evidence on Procedural Content Generation in Game-Related Implementation." Journal of Information Technology and Computer Science 4, no. 3 (2019): 308. http://dx.doi.org/10.25126/jitecs.201943134.

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Procedural Content Generation (PCG) is an emerging field of study in computer science that focuses on automating the process of generating content by using algorithm, making the content generation process with less human effort. However, a more specific empirical evidence on how it is being used in a game-related implementation are still lacking. This paper presents the findings of review performed in the past 5 years looking on how PCG are being applied in game-related content, whether it is from the basic paper characteristic to analyze the trends, the field of PCG itself, and the game domai
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Le, Huy Cuong, and Thi Huong Giang Nguyen. "Designing Digital Educational Games by Integrating Teaching Process into the Technology Platform of Entertainment Games." International Journal of Current Science Research and Review 07, no. 03 (2024): 1479–88. https://doi.org/10.5281/zenodo.10799084.

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Abstract : This study presents a method for designing Digital Educational Games (DEGs) that integrates educational content with entertainment game technology. The purpose is to create engaging learning experiences by leveraging theories of learning, emotion, and motivation. Methodology includes selecting popular entertainment games and incorporating educational objectives to enhance both learning and gameplay. This design has been applied into teaching Soft Skills according to the game based learning approach. This application was evaluated to find the effectiveness of this proposal and the wa
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Ballon, Bruce, and Ivan Silver. "Context is key: an interactive experiential and content frame game." Medical Teacher 26, no. 6 (2004): 525–28. http://dx.doi.org/10.1080/01421590412331282282.

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Habibillah, Putri Lira, and Rakhmat Wahyudin Sagala. "Unpacking Taboo Words in Game Chats: A Content Analysis of MLBB Games." Tamaddun 21, no. 2 (2022): 139–51. http://dx.doi.org/10.33096/tamaddun.v21i2.162.

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This research attempted to explore the types of taboo expressions in the MLBB game chat and ascertain the reaction to the taboo words adopted in the MLBB game chat. The Qualitative Content Analysis Method was applied in this study. The researcher interviewed three MLBB game players and took screenshots of their in-game chat comments in order to gather the data. The results demonstrate that while not all MLBB players adopt the types of taboo language, there was one player who exclusively utilized it. The category with the greatest data is vulgar terms, with 32 words or 40% of the total; the sec
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Kim, Taehwan. "Development Plan of Metaverse through Game Industry: Focusing on the Comparison between Games and Game-Based Metaverses." Korean Society of Culture and Convergence 45, no. 7 (2023): 117–31. http://dx.doi.org/10.33645/cnc.2023.07.45.07.117.

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The purpose of this study is to analyze the problems of metaverse, which has recently become less interested, and to present development plans. Among the various types of metaverse, game-type metaverse has the highest user interest and has many similarities to games in terms of appearance. Accordingly, this study analyzed the characteristics, similarities, and differences between games and game-type metaverse, and suggested the problems and development plans of metaverse, which is currently less interested, through interviews with related experts. As a result of the study, problems include the
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Moskalets, Viktor. "Psychology of the game and game content of other activities." Psihologìâ ì suspìlʹstvo 2, no. 80 (2020): 71–88. http://dx.doi.org/10.35774/pis2020.02.071.

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The essential psychological properties of any activity are in its motivation and, consequently, in the goals that direct the subject to it as to a means of achieving them. The core of game activity motivation (game) are positively colored emotional experiences that actually arise in a person (consolation from excitement, spiritual uplift, etc.). Acquisition and use of material goods and / or social benefits do not appear to be its defining motives. And the game does not belong to the future or the past, but only to the present – to its very own course “here and now”. However, such motivational
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Udjaja, Yogi, and Dimas Ramdhan. "Experiential game learning design framework: mechanical content of serious game." Procedia Computer Science 216 (2023): 415–23. http://dx.doi.org/10.1016/j.procs.2022.12.153.

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Lin, Heng-Sheng, Chih-Yun Chiang, Cheng-Wei Huang, Chao-Cian Wu, and Shuo-Jun Hong. "From Gamer to Game Designer." International Journal of Game-Based Learning 15, no. 1 (2025): 1–38. https://doi.org/10.4018/ijgbl.371418.

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Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game. Over six weeks of tutoring, the students shifted from a passive to an active learning attitude, enhancing their enthusiasm for learning. The Zhuyin Fuhao Rummikub board game developed by them received positive feedback in several areas: game experience (
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Dissertations / Theses on the topic "Game content"

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Fristedt, Ted, and Nicholas Lo. "In-game transactions in Free-to-play games : Player motivation to purchase in-game content." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387646.

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Throughout the last two years the revenues from in-game transactions in video-games have increased due to its growing presence both in traditional retail games as well as digital due to the fact that more and more games have become free. This growing presence is the basis for answering the question of what motivates players to spend money on in-game purchases in freeto-play games. The research found that having a well designed game is a very important factor that makes players purchase content. Many respondents made purchases based on emotional reasons such as wanting to look cool. People also
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Gustafsson, Andreas, and Jesper Vallett. "Context-Aware Procedural Content Generation with Player Modelling in Mobile Action Role Playing Game." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20530.

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This paper aimed to discover how player satisfaction is affected by context-aware elements based on physical, real-world factors in an action role-playing game. The possibility of utilizing player modelling to counteract the reduction in player empowerment in a game heavily influenced by external factors was also explored. This was accomplished by creating an ARPG heavily integrated with various weather, and daytime, context data obtained from web-based APIs. Followed by conducting qualitative tests with help of eleven participants during a time period of a week. The evaluated results were pre
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Bengtsson, Daniel, and Johan Melin. "Constrained procedural floor plan generation for game environments." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13006.

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Background: Procedural content generation (PCG) has become an important subject as the demand for content in modern games has increased. Paradox Arctic is a game development studio that aims to be at the forefront of technological solutions and is therefore interested in furthering their knowledge in PCG. To this end, Paradox Arctic has expressed their interest in a collaborative effort to further explore the subject of procedural floor plan generation. Objective: The main goal of this work is to test whether a solution based on growth, subdivision or a combination thereof, can be used to proc
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Rudzicz, Nicholas. "Arda: a framework for procedural video game content generation." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=40821.

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The current trend in computer game design is toward larger and richer virtual worlds, providing interesting and abundant game content for players to explore. The creation and continuous expansion of detailed virtual environments, however, is a time and resource-consuming task for game developers. Procedural content generation potentially solves this problem; textures, landscapes, and more recently the creation of entire cities and their constituent roads and buildings can be performed in an auto mated fashion, potentially offering considerable resource savings for developers. This thesis devel
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Hastings, Erin. "AUTOMATIC GRAPHICS AND GAME CONTENT GENERATION THROUGH EVOLUTIONARY COMPUTATION." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2643.

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Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer in the evolving stream of content. This dissertation introduces three novel technologies that together realize this ambition. (1) The first, NEAT Particles,
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Khoshkangini, Reza. "Personalized Game Content Generation and Recommendation for Gamified Systems." Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3424854.

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Gamification, that is, the usage of game content in non-game contexts, has been successfully employed in several application domains to foster engagement, as well as to influence the behavior of end users. Although gamification is often effective in inducing behavioral changes in citizens, the difficulty in retaining players and sustaining the acquired behavior over time, shows some limitations of this technology. That is especially unfortunate, because changing players’ demeanor (which have been shaped for a long time), cannot be immediately internalized; rather, the gamification incentive mu
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Bomström, H. (Henri). "Improving video game designer workflow in procedural content generation-based game design:a design science approach." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201812063237.

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The time and money spent on video games are rapidly increasing, as the annual U.S game industry consumer spending has reached 23.5 billion dollars. The cost of producing video game content has grown in accordance with the consumer demand. Artificial intelligence (AI) has been suggested as a way to scale production costs with the demand. In addition to lowering content production costs, AI enables the creation of new forms of gameplay that are not possible with the current toolbox of the industry. The utilization of AI in game design is currently difficult, as it requires both theoretical knowl
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Bomström, H. (Henri). "The application of procedural content generation in video game design." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201609172812.

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Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Association reported that 155 million Americans play video games and 42 percent of those play video games regularly, spending at least three hours per week playing. In 2015 the American video game industry generated $22.41 billion in revenue. (Entertainment Software Association [ESA], 2015.) As the demand of content in video games continues to rise, the amount of resources used by game studios is increasing to meet the demand. The scaling of manual content creation in video games is becoming a prob
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Humienny, Raymond Tyler. "Content Analysis of Video Game Loot Boxes in the Media." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1546434312362585.

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Doran, Jonathon. "Procedural Generation of Content for Online Role Playing Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700051/.

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Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation,
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Books on the topic "Game content"

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Chadwicke, Jenkins Odest, ed. Creating games: Mechanics, content, and technology. Wellesley, 2008.

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(Firm), Alias/Wavefront, ed. Maya illuminated: Games : the essential guide to creating video game content with Alias/Wavefront Maya. Mesmer, 2001.

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Gilmour, Cynthia C. A preliminary survey of size-specific mercury concentrations in game fish from Maryland fresh and estuarine waters. The Program, 1999.

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Weber, Aimee. Creating your world: The official guide to advanced content creation for Second life. Wiley Pub., 2008.

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Holmes, Robyn. Content Coding and Analyzing Open-Ended Survey Questions: Young Adults’ Board Game Playing Habits, Preferences, and Perceptions. SAGE Publications Ltd., 2019. http://dx.doi.org/10.4135/9781526489333.

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La Hera, Teresa, Jeroen Jansz, Joost Raessens, and Ben Schouten, eds. Persuasive Gaming in Context. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728805.

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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to en
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Kruglikov, Viktor. The game is a non-educational game (experience, analysis, reflections of a game technician teacher). INFRA-M Academic Publishing LLC., 2024. http://dx.doi.org/10.12737/2079775.

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Based on the analysis of many years of experience in the development and application of didactic games in order to teach all categories of students from schoolchildren and students to university faculty, the monograph attempts to revise established, controversial and contradictory views on the phenomenon of the game. The author's vision of how to answer such long-standing questions is proposed: what is a game and a non-game, how the game happened, what characteristics it has. The concept of behavioral games is introduced. The signs and driving forces of traditional and behavioral games are ana
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Shaker, Noor, Julian Togelius, and Mark J. Nelson. Procedural Content Generation in Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4.

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Johnson, Greg. Developing Creative Content for Games. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554.

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Davis, Graeme. The contest. Oxford University Press, 1987.

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Book chapters on the topic "Game content"

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Waters, Dan. "Game Content." In Zune Game Development Using XNA 3.0. Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-1862-3_3.

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Presser, Rachel. "Late Game Content." In The Definitive Guide to Taxes for Indie Game Developers, 2nd ed. CRC Press, 2023. http://dx.doi.org/10.1201/9781003335733-15.

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Johnson, Greg. "Game Design Basics." In Developing Creative Content for Games. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-6.

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Johnson, Greg. "Choosing the Right Game." In Developing Creative Content for Games. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-4.

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Johnson, Greg. "The Game Development Process." In Developing Creative Content for Games. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-7.

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Amato, Alba. "Procedural Content Generation in the Game Industry." In Game Dynamics. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-53088-8_2.

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Salin, Louis, and Rami Morrar. "The Content Pipeline Tool." In Game Development with MonoGame. Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7771-3_2.

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Smith, Tom. "Magic: The Gathering / Content." In Anatomy of Game Design. CRC Press, 2024. http://dx.doi.org/10.1201/9781003346586-7.

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Johnson, Greg. "Creating the Game Concept Document." In Developing Creative Content for Games. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-8.

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Johnson, Greg. "The Goals of the Game." In Developing Creative Content for Games. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-9.

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Conference papers on the topic "Game content"

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Poledníková, Tereza. "Komputační lingvistika v současném slavistickém bádání." In Současná česká a srbská slavistická bádání. Masaryk University Press, 2025. https://doi.org/10.5817/cz.muni.p280-0684-2024-10.

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The presented article focuses on new research opportunities in the field of computational linguistics, especially in the context of video games and artificial intelligence and seeks to bridge the three areas. It provides a general introduction to computational linguistics, which emerged in the 1950s in response to the rapid development of science and technology and introduces the reader to concepts such as natural language processing and natural language understanding. It also explores the connections between computational linguistics and not only artificial intelligence, which greatly aids co
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Gallotta, Roberto, Antonios Liapis, and Georgios Yannakakis. "Consistent Game Content Creation via Function Calling for Large Language Models." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645599.

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Hrehovcsik, Micah M. "Applied Game Design: Content, Context and Transfer." In Proceedings of the Serious Games Conference 2014. Research Publishing Services, 2014. http://dx.doi.org/10.3850/978-981-09-0463-0_035.

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Paavilainen, Janne. "Session details: Digital games: game design & experiences." In AcademicMindTrek '14: Media- Business, Content, Managment, and Services. ACM, 2014. http://dx.doi.org/10.1145/3247495.

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Paavilainen, Janne. "Session details: Digital games: game design & sustainability." In AcademicMindTrek '14: Media- Business, Content, Managment, and Services. ACM, 2014. http://dx.doi.org/10.1145/3247494.

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Gaudl, S., and C. Woelfert. "Memetic game concepts: approaching content evolution in games." In IET International Conference on Frontier Computing. Theory, Technologies and Applications. IET, 2010. http://dx.doi.org/10.1049/cp.2010.0596.

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Atorf, Daniel, Sergius Dyck, and Ehm Kannegieser. "Integrating System-independent Learning Content with the Benefits of Digital Game Based Learning." In Human Systems Engineering and Design (IHSED 2021) Future Trends and Applications. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe1001150.

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Serious games following the ideas of Digital Game Based Learning by Marc Prensky mainly focus on designing a learning system which feels like a real game while also teaching learning objectives. These games utilize intrinsic motivation, influencing learning effects positively. Previous studies and evaluations identified a demand for a more modular and streamlined framework. Such a framework should provide independence between knowledge domain (mainly content for learning objectives) and the game itself (mainly game mechanics and game loop). Implementing standards will enable incorporating mult
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Denner, Jill, Steve Bean, and Linda Werner. "Girls Creating Games: Challenging Existing Assumptions about Game Content." In Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play. Digitial Games Research Association DiGRA, 2005. https://doi.org/10.26503/dl.v2005i1.224.

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Zagal, José P., and Roger Altizer. "Placeholder Content in Game Development." In CHI PLAY '15: The annual symposium on Computer-Human Interaction in Play. ACM, 2015. http://dx.doi.org/10.1145/2793107.2810319.

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Andrade, Wiliam. "Designing mobile game input unreachability: risks when placing items out of the functional area." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004994.

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When planning controls for mobile games and gamified apps, designers consider how gamers access features and where to display them. With users potentially operating their devices single-handed, content producers have been using design approaches based on the screen area a thumb can reach when the hand supports the device, with different degrees of difficulty. Depending on the screen size, some parts are out of the thumb’s reach, requiring operation with the assistance of the other hand or changing grip when possible. Despite the common facilitated access to relevant game resources within the a
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Reports on the topic "Game content"

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Ismailova, L. Yu, O. O. Zhuravleva, O. I. Bazhenova, V. S. Zaytsev, and I. O. Sleptsov. educational computer game "family meeting" (version 1.0). SIB-Expertise, 2022. http://dx.doi.org/10.12731/er0578.04072022.

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COMPUTER LEARNING GAME DESIGNED TO STUDY FAMILY LAW. THE GAME ALLOWS IN AN INTERACTIVE MODE TO TEST YOUR STRENGTH IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS BY USING THE GAME’S EXPLANATIONS AND REFERENCES TO NORMATIVE ACTS SO CHECK YOUR UPTAKE. THE GAME CHARACTERS AND THEIR EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND THE OBJECT OF THE GAME AND TO WORK ON THESE TOPICS INDEPENDENTLY. THE CONTENT OF THE GAME IS IN ACCORDANCE WITH THE STATE STANDARD PROGRAM OF "JURISPRUDENCE". THE MAIN OBJECTIVE OF THE GAME. THE G
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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teachi
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Ismailova, L. Yu, S. V. Kosikov, V. S. Zaytsev, and I. O. Sleptsov. educational computer game THE ADVENTURES OF THE GUSARIK" OR THE BASIS OF THE THEORY OF THE STATE AND LAW (version 1.0). SIB-Expertise, 2022. http://dx.doi.org/10.12731/er0577.04072022.

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TRAINING GAME IS DESIGNED TO OBTAIN NEW AND TEST EXISTING KNOWLEDGE IN THE FIELD OF ONE OF THE MOST IMPORTANT LEGAL DISCIPLINES - THEORY OF STATE AND LAW. GAME ALLOWS TO TEST ITS FORCES IN INTERACTIVE MODE IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS USING NUMEROUS COMMENTS AND CHECK THE RESULTS OF THEIR ASSIMILATION. GAME CHARACTER'S CLUES AND FACIAL EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND ALLOW YOU TO INDEPENDENTLY WORK ON TOPICS THAT CAUSED DIFFICULTIES IN THE CONTROL MODE. GAME CONTENT COMPLIES WITH THE
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TETINA, S. V., Yu V. GUTROVA, I. E. ZHIDKOVA, et al. BUSINESS DIDACTIC GAME "INDIVIDUAL METHODOLOGICAL STYLE OF TEACHER'S ACTIVITY". SIB-Expertise, 2022. http://dx.doi.org/10.12731/er0543.17032022.

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Abstract: the proposed business didactic game is aimed at developing the creative attitude of the teacher to his own professional activity. The motivational material of a business didactic game allows the teacher to understand that his activity has sometimes elusive pedagogical algorithms and strategies, the totality of which can be called such a concept as an individual methodological style of activity. In addition to pedagogical strategies, this concept reflects the unique psychological qualities of the individual, which allow the teacher to influence the quality of the acquired knowledge. I
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Zhang, Junlong, Nasnoor Juzaily Mohd Nasiruddin, Wensheng Xiao, et al. Effects of Sport Education Model on Content Knowledge, Technical Skill, and Game Performance among Students: A Systematic Review and Meta-analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.10.0019.

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Widmann, Dr Tabea. Response II: How Can We Understand the Possibility of Interactivity in Game Contexts? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/rqpn1287.

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Interactivity in games can make us aware of, and bring to the forefront, our post-agency in cultures of remembrance. This activation, however, occurs most strongly in the moments beyond the immediate game setting. Ultimately, where game cultures and memory cultures meet dialogically in a shared space
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Devreese, Margaux. COMTOG Report on “Path Out”. European Center for Populism Studies (ECPS), 2023. http://dx.doi.org/10.55271/rp0039.

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Path Out is successful at teaching people about the realities of conflict due to its well-researched background, appealing art direction, authentic storytelling and exploration opportunities. When the game is introduced in an educational environment, it gains new players, and the teachers are able to provide a framework for understanding the student’s player experience. However, despite the classroom context expanding Path Out’s potential, similar nuanced and thoughtful games about conflict, such as the other games featured in the COMTOG project, do not have access to these educational environ
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Graetz, Robert B. Central Asia in Context: Local Rules of the Great Game. Defense Technical Information Center, 2013. http://dx.doi.org/10.21236/ada607044.

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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], 2019. http://dx.doi.org/10.31812/123456789/3242.

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Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instru
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Espada Sánchez, Pablo Josué, and Fco Javier Martínez Sánchez. Breakouts de Matemáticas para 1ºE.S.O. Fundación Avanza, 2023. http://dx.doi.org/10.60096/fundacionavanza/1512022.

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This article presents examples of breakouts in mathematics for 1° ESO. This consists in a new trend of teaching simulating a cooperative game. The paper are divided into four sections, depending on the mathematical contents of each game
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