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1

Putri, Mega Widya. "Meningkatkan Hasil Belajar Bermain Tonnis Melalui Pendekatan Teaching Game for Understanding (TGFU)." SPORTIF 3, no. 2 (2017): 216. http://dx.doi.org/10.29407/js_unpgri.v3i2.11896.

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This study aims to improve the result of learning tonnis for students of class IV in Elementary School 2 Gedong Karanganyar in academic year 2013/ 2014 through application of Teaching Games for undestanding approaches (TGfU). This study was action research or Penelitian Tindakan Kelas (PTK). The research was done on two cycle, each cycle consisting of planning, action, observation, and reflection. The researcher used subjects in this research. They are students of class IV in Elementary School 2 Gedong Karanganyar, which amounts to 22 students consisting of 10 boys and 12 girls. The data came
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Priadi, Agus, and Erian Fatria. "The Development of Early Childhood Naturalist Intelligence through Environmental Education." JPUD - Jurnal Pendidikan Usia Dini 18, no. 1 (2024): 30–52. http://dx.doi.org/10.21009/jpud.181.03.

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Environmental education exists as a solution to improving the intelligence of early childhood naturalists, but its implementation is often forgotten or only as a hidden curriculum. The purpose of this study is to provide information related to the implementation of environmental education for early childhood to improve the intelligence of early childhood naturalists. The research method used in this study is a qualitative method presented in the form of an in-depth literature review. Literature study efforts are carried out by reading, observing, recognizing, and describing to analyze reading
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Justin, Muhammad Redintan, Rohiman Rohiman, Ade Moussadecq, Abdi Darmawande, and Alfajri Ahmad Ramadhan. "IKLAN LAYANAN MASYARAKAT SEBAGAI MEDIA KAMPANYE SOSIAL BAHAYA ADIKSI GAME ONLINE." Gorga : Jurnal Seni Rupa 12, no. 1 (2023): 48. http://dx.doi.org/10.24114/gr.v12i1.42857.

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The game world is a world that is very exciting for all people from children to adults. Games can relieve stress due to too many activities. The game that is trending and is in the spotlight right now is the Mobile Legend game. In Indonesia, games can cause controversy which is considered dangerous because it does not educate students in particular. The influence of negative impacts that are too large which results in a feeling of addiction to this game must be overcome as soon as possible. This study aims to overcome the negative impact of game addiction (addiction), namely through public ser
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Mutoharoh, Achmad Hufad, Maman Faturrohman, and Isti Rusdiyani. "Unplugged Coding Activities for Early Childhood Problem-Solving Skills." JPUD - Jurnal Pendidikan Usia Dini 15, no. 1 (2021): 121–40. http://dx.doi.org/10.21009/jpud.151.07.

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Problem solving skills are very important in supporting social development. Children with problem solving skills can build healthy relationships with their friends, understand the emotions of those around them, and see events with other people's perspectives. The purpose of this study was to determine the implementation of playing unplugged coding programs in improving early childhood problem solving skills. This study used a classroom action research design, using the Kemmis and Taggart cycle models. The subjects of this study were children aged 5-6 years in Shafa Marwah Kindergarten. Researc
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Hidayatulloh, Taufik, Elindra Yetti, and Hapidin. "Movement and Song Idiom Traditional to Enhance Early Mathematical Skills: Gelantram Audio-visual Learning Media." JPUD - Jurnal Pendidikan Usia Dini 14, no. 2 (2020): 215–30. http://dx.doi.org/10.21009/jpud.142.02.

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Many studies have shown a link between being competent in early mathematics and achievement in school. Early math skills have the potential to be the best predictors of later performance in reading and mathematics. Movement and songs are activities that children like, making it easier for teachers to apply mathematical concepts through this method. This study aims to develop audio-visual learning media in the form of songs with a mixture of western and traditional musical idioms, accompanied by movements that represent some of the teaching of early mathematics concepts. The stages of developin
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Sigge, Amelie Johanna, Eva Maria Weingartmair, and Elena Pocecco. "Epidemiology in sailing: A systematic literature review including suggestions for injury prevention." Current Issues in Sport Science (CISS) 9, no. 4 (2024): 011. http://dx.doi.org/10.36950/2024.4ciss011.

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Introduction & Purpose Sailing is enjoyed by millions of people worldwide and as varied as the disciplines in sailing are the injuries. According to the definition of Neville and Folland (2009, p. 141), sailing injuries can be defined as “any physical complaint sustained by a sailor that results from sailing or sailing-related activities”, whereby sailing-related illnesses have been excluded from this review. Most of the literature focuses separately either on elite sailing, recreational sailing, or offshore circumnavigations. This systematic literature review, in contrast, aimed to combin
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Dias, Íris, Carlos Pereira, Elisa Sousa, and Ana Margarida Arruda. "Aspectos cotidianos romanos en el Algarve. Los artefactos de hueso de Monte Molião (Lagos, Portugal)." Vínculos de Historia Revista del Departamento de Historia de la Universidad de Castilla-La Mancha, no. 11 (June 22, 2022): 311–38. http://dx.doi.org/10.18239/vdh_2022.11.14.

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Las excavaciones arqueológicas realizadas en Monte Molião permitieron la recogida de un importante conjunto de artefactos de hueso pulido, de la Edad del Hierro y de época Romana, que supone un total de 80 piezas. Están distribuidas por distintas categorías funcionales, relacionadas con el adorno personal, con la actividad textil, con el juego y con la escritura. Otros integran la categoría de complementos de muebles. El conjunto es revelador de la presencia, en el sur de Portugal, de individuos con costumbres y usanzas que siguen patrones estéticos y sociales del Mediterráneo romanizado.Palab
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Hackett, Lisa J., and Jo Coghlan. "Why <em>Monopoly</em> Monopolises Popular Culture Board Games." M/C Journal 26, no. 2 (2023). http://dx.doi.org/10.5204/mcj.2956.

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Introduction Since the early 2000s, and especially since the onset of COVID-19 and long periods of lockdown, board games have seen a revival in popularity. The increasing popularity of board games are part of what Julie Lennett, a toy industry analyst at NPD Group, describes as the “nesting trend”: families have more access to entertainment at home and are eschewing expensive nights out (cited in Birkner 7). While on-demand television is a significant factor in this trend, for Moriaty and Kay (6), who wouldn’t “welcome [the] chance to turn away from their screens” to seek the “warmth and conne
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Holloway, Donell Joy, Lelia Green, and Kylie Stevenson. "Digitods: Toddlers, Touch Screens and Australian Family Life." M/C Journal 18, no. 5 (2015). http://dx.doi.org/10.5204/mcj.1024.

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Introduction Children are beginning to use digital technologies at younger and younger ages. The emerging trend of very young children (babies, toddlers and pre-schoolers) using Internet connected devices, especially touch screen tablets and smartphones, has elicited polarising opinions from early childhood experts. At present there is little actual research about the risks or benefits of tablet and smartphone use by very young children. Current usage recommendations, based on research into passive television watching which claims that screen time is detrimental, is in conflict with advice fro
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Rybas, Natalia. "American Girl Dolls as Professionals." M/C Journal 26, no. 2 (2023). http://dx.doi.org/10.5204/mcj.2953.

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Introduction Toys and games are important elements of child growth and development. When children play, they have fun. They also learn to perform and contest ideas making up their culture. The potential professional affiliations and skills offer an illustration of the roles that children learn about in the early years of their lives. Therefore, toys may serve as a site to research professional aspirations. In light of this, a question emerges: what do toys teach about professions and professionalism? As a feminist communication researcher, I study toys primarily intended for girls – the dolls
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Linke, Christine, Elizabeth Prommer, and Claudia Wegener. "Gender Representations on YouTube." M/C Journal 23, no. 6 (2020). http://dx.doi.org/10.5204/mcj.2728.

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Introduction Media and gender are intricately linked in our society. Every day we see representations of women and men on the screen, read about politicians in the press, watch influencers on YouTube or go to the cinema where we meet screen heroes. Our images and notions of gender draw on these media narratives and role models. Children and young people are socialised with these views and cultivate their own identity and gender roles accordingly. Ideas of gender are not static. They are produced discursively in an ongoing process. Gender is understood as a social category, and this perspective
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Rodan, Debbie, and Jane Mummery. "Animals Australia and the Challenges of Vegan Stereotyping." M/C Journal 22, no. 2 (2019). http://dx.doi.org/10.5204/mcj.1510.

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Introduction Negative stereotyping of alternative diets such as veganism and other plant-based diets has been common in Australia, conventionally a meat-eating culture (OECD qtd. in Ting). Indeed, meat consumption in Australia is sanctioned by the ubiquity of advertising linking meat-eating to health, vitality and nation-building, and public challenges to such plant-based diets as veganism. In addition, state, commercial enterprises, and various community groups overtly resist challenges to Australian meat-eating norms and to the intensive animal husbandry practices that underpin it. Hence act
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Archer, Catherine, and Kate Delmo. "Play Is a Child’s Work (on Instagram)." M/C Journal 26, no. 2 (2023). http://dx.doi.org/10.5204/mcj.2952.

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Introduction Where children’s television once ruled supreme as a vehicle for sales of kids’ brands, the marketing of children’s toys now often hinges on having the right social media influencer, many of them children themselves (Verdon). As Forbes reported in 2021, the pandemic saw an increase in children spending more time online, many following their favourite influencers on YouTube, TikTok, and Instagram. The importance of tapping into partnering with the right influencer grew, as did sales in toys for children isolated at home. We detail, through a case study approach and visual narrative
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Rose, Megan Catherine. "The Future Is Furby." M/C Journal 26, no. 2 (2023). http://dx.doi.org/10.5204/mcj.2955.

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Fig. 1: “Pink Flamingo Furby” (2000), “Peachy Furby Baby” (1999), and “Owl Furby” (1999) Sunlight Up (“Dah-ay-loh oo-tye”): Introduction As playthings at the junction of human experience and imagination, toys like Furby present an interesting touch point to explore cultural imaginations, hopes, and fears about zoomorphic robots and AI toys. This year marks their 25th anniversary. Created by Dave Hampton and Caleb Chung, Furby publicly debuted at the American International Toy Fair in 1998. Originally released by Tiger Electronics, this toy was later sold to Hasbro in 2005 to 2007. Since their
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Piatti-Farnell, Lorna. "Constructions of Luxury in Digital Visual Culture." M/C Journal 27, no. 6 (2024). http://dx.doi.org/10.5204/mcj.3135.

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Introduction Luxury is a contextual notion that evades a single definition and is generally connected to the socio-historical and socio-cultural discourses in which it develops (Ko et al.). As such, what is considered as luxury can be a very subjective experience, and emerges as a “consumer- and culture-dependent construct” (Turunen, 105). The twentieth century witnessed an incredible revolution, as far as the idea of luxury was concerned. While luxury had historically been the domain of the wealthy, consumer capitalist imperatives created stratified and democratised notions of luxury, with di
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