Academic literature on the topic 'Island of Kesmai (Game)'
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Journal articles on the topic "Island of Kesmai (Game)"
Bechervaise, Neil. "The Literacy Game at Palm Island." Aboriginal Child at School 20, no. 3 (July 1992): 41–52. http://dx.doi.org/10.1017/s0310582200007872.
Full textRamadhan, Aditio Reza. "GAME EXPLORE SUMATERA ISLAND SEBAGAI MEDIA PELESTARIAN BUDAYA BANGSA." Jurnal Ilmiah Infrastruktur Teknologi Informasi 1, no. 2 (January 2, 2021): 1–6. http://dx.doi.org/10.33365/jiiti.v1i2.581.
Full textAzzmi, Naufal, Lailatul Husniah, and Ali Sofyan Kholimi. "Island Generator pada Game Open world Menggunakan Algoritma Perlin noise." Jurnal Repositor 2, no. 7 (July 23, 2020): 965. http://dx.doi.org/10.22219/repositor.v2i7.601.
Full textLester, James C., Eun Y. Ha, Seung Y. Lee, Bradford W. Mott, Jonathan P. Rowe, and Jennifer L. Sabourin. "Serious Games Get Smart: Intelligent Game-Based Learning Environments." AI Magazine 34, no. 4 (December 15, 2013): 31–45. http://dx.doi.org/10.1609/aimag.v34i4.2488.
Full textChen, Jr-Chang, and Chin-Lin Shiue. "An investigation of the game of Defend the Island." ICGA Journal 40, no. 4 (March 25, 2019): 330–40. http://dx.doi.org/10.3233/icg-180052.
Full textVieira, José Cabral, and Marcos Carolino Antunes. "Touristic big-game fishing in Saint Michael Island (Azores)." Tourism Economics 23, no. 6 (January 4, 2017): 1362–68. http://dx.doi.org/10.1177/1354816616686414.
Full textChung, Chien-Peng. "Resolving China’s Island Disputes: A Two-Level Game Analysis." Journal of Chinese Political Science 12, no. 1 (June 21, 2007): 49–70. http://dx.doi.org/10.1007/s11366-007-9001-7.
Full textGutica, Mirela, and Stephen Petrina. "Emotional Agents in Educational Game Design." International Journal of Game-Based Learning 11, no. 4 (October 2021): 72–89. http://dx.doi.org/10.4018/ijgbl.2021100104.
Full textYunus, Mursid, Indah Fitri Astuti, and Dyna Marisa Khairina. "Game Edukasi Matematika Untuk Sekolah Dasar." Informatika Mulawarman : Jurnal Ilmiah Ilmu Komputer 10, no. 2 (September 11, 2015): 59. http://dx.doi.org/10.30872/jim.v10i2.192.
Full textBarnes, Stephanie, and Nick Milton. "Serious game: Knoco’s Bird Island, making the point for KM." World Journal of Science, Technology and Sustainable Development 14, no. 2/3 (April 6, 2017): 194–203. http://dx.doi.org/10.1108/wjstsd-06-2016-0043.
Full textDissertations / Theses on the topic "Island of Kesmai (Game)"
Kooyman, Brian P., and n/a. "Moa and moa hunting : an archaeological analysis of big game hunting in New Zealand." University of Otago. Department of Anthropology, 1985. http://adt.otago.ac.nz./public/adt-NZDU20070619.121632.
Full textChen, Chou-mi, and 陳秋米. "Introducing Environmental Awareness in the Design of Peanut-Island Landlord Game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/21841799263299014761.
Full text國立高雄師範大學
視覺設計學系
100
Environmental protection is an important and pressing issue. Its serious nature, however, makes some distance between the environmental protection and people. Therefore, this game is created as a way of promoting environmental protection awareness. By introducing environmental knowledge in this game, the goal of this project is to narrow the distance between people and environment based on the methods of exploring theoretical and related documents and collected gaming case studies. This project is based on the game design theory with the familiar concept of real estate tycoon games. The game titled "Peanut Island" is created with the reserved fauna and flora in Taiwan applied as the rules of the game and theme as well as the application of Visual design principles. Players from different age groups were invited to test play the game for improvement if any the problem found during the gaming in order to the game more viable. The findings concluded from the creation of this project indicate that it increases the interest on environmental issue and knowledge for the players during the process of gaming. The method of creating this game integrated with environmental knowledge can be also applied in other areas as a vehicle for the promotion environmental awareness. Introducing the environmental consciousness into a mechanism of real estate Tycoon game is not only just for playing, but also simulating real life. As this game is easy to play, the environmental knowledge is embedded in the fun of it without the propaganda upon environmental protection issues. Keywords: Environmental protection, Monopoly, Reserved fauna and flora in Taiwan, Visual performance, Game design
Tsai-Chieh, Liu, and 劉再傑. "Study on the Development of Game Industry-- A case of Quemoy Island." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/63748237992266024942.
Full text國立暨南國際大學
國際企業學系
97
In the National Development Conference held in December 1996, Taiwan has listed the development of tourism and gambling industry as a propositional topic for increase in tax and development of local areas. Besides, the CEPD has also included the industry in the summary report of economic development issues. After more than a decade, however, it hasn’t been finalized yet while Taiwan has undergone the second transfer of political power. Among neighbor Asian countries, for example, Macau keeps attracting foreign investment after it has allowed the establishment of casinos, which also improves the managerial systems and qualities of existing casinos. Having lifted the ban of gambling, the Singapore government deems the opening of touring casinos a good way to revitalize the economy and attract streams of tourists. And the new comprehensive touring casinos built by the government will be completed and inaugurated in 2009. In contrast, Taiwan has lost the opportunity to earn foreign exchanges which could have been earned through touring casinos. Besides Macau and Singapore mentioned above, Asian countries including Russia (Vladivostok), Japan, South Korea, Philippine, Vietnam, Cambodia, Malaysia, Thailand and Nepal have opened or planned to open touring casinos, from which the study suggests two implications: first, all government authorities have stated the ultimate improvement of economy as high-priority governmental issue, for which the opening of touring casinos is only a tool; second, as nearly surrounding mainland China, these areas may serve as special sites of tour and shopping for the Chinese new-rich class. In the year of 2006, lottery income of Macau has reached up to 7.2 billion U.S. dollars, and for the first time Macau has surpassed Las Vegas in the U.S. and become the world’s largest city of casino, which again shows the change. The study suggests that the off-islands such as Penghu and Quemoy may be the best destinations for establishing touring casinos, and a number of experts and scholars in Taiwan have proposed various views on the establishment of touring casinos in Penghu. The study has additionally set a topic and examined the future establishment of touring casinos in Quemoy. After analyzing the definition and types of touring casinos, effects of the establishment of touring casino and the development survey of Quemoy’s tourism, the study concludes possible issues at two levels, namely supporting infrastructures and tourism planning and development, as the initial themes. Then the themes are selected and confirmed through the first, second, and third round Delphi Expert Opinion Survey Method, in conjunction with relevant advices from experts in questionnaires. Finally, the issues of basic supporting infrastructures include six themes, such as acquisition of land, establishment of the Entry-Exit Administration Bureau, transportation, public facilities, electricity and water supply, and health care resources; and the issues of tourism planning and development include three themes such as large indoor entertainment centers, hotel facilities, and personnel training .
Wu, Hui-Wen, and 吳卉雯. "Math Island: The Game Design of Primary Mathematical Knowledge Map Support Student Learning." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/31414256310386299354.
Full text國立中央大學
網路學習科技研究所
101
With the development of technology, students learn knowledge not only in the classroom, but also individually via Internet. They need to decide what they want to learn, and how well they learn. However, primary mathematical education currently adopts teacher-centered learning with spiral curriculum. Although spiral paradigm may be suitable for students’ ability development, it cannot allow them to realize the relationship among knowledge. Therefore, this study designs an educational game, called “Math Island”, which is based on a knowledge map. This game is designed for first graders to build core mathematical concepts and their relationship. Unlike conventional instruction in classrooms, the game provides learning materials in a game-based knowledge map, which allows students to explore. In Math Island, they may choose learning content, and adjust their direction for self-paced learning. This study aims to investigate the effect of Math Island on students’ knowledge development as well as the influence of mathematical knowledge map and visualization learning process on self-paced learning. For preliminary evaluation, this study used a mathematical ability assessment for low graders, motivation questionnaires, and interviews for data collection and analysis. The results showed that Math Island may significantly improve students’ mathematical ability. Furthermore, some of the students may learn beyond the standard progress. These findings implied that the design of Math Island may help students learn mathematics.
Trueman, Alice Mary. "Playing the game: the education of girls in private schools on Vancouver Island." Thesis, 2009. http://hdl.handle.net/1828/1602.
Full textHsu, Chi-yang, and 徐啟洋. "Creation Island: Through Self-management Game Mechanism to Enhance Writing Interest and Writing Performance." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/7su395.
Full text國立中央大學
網路學習科技研究所
103
Motivation plays an important role in students’ writing learning writing. Previously our research team have proposed a model which could decrease students’ writing difficulty and scaffold students writing performance, named Tomorrow’s Writing, and applied it on an online platform named, Creation-Island. However, we found this model could not improve students’ writing motivation and could not overcome students’ difficulty of peer response. Hence, we added self-management game mechanism and mini-lesions of peer response to enhance the effect of Tomorrow’s Writing and Creation-Island. This study was conducted a quasi-experimental study and the participants were 105 third grade students who all used Creation-Island with self-management game mechanism. The participants were divided into an experimental group (54 students) with mini-lessons and a control group (54 students) without mini-lessons. We gathered students’ cognition aspect of writing performance by the students’ writing articles and the content of peer responses in Creation-Island, and students’ affective aspect of writing performance by a questionnaire which includes writing interests, attitudes, and habits. In addition, we selected each 3 students from high, middle, and low writing ability students and from two groups. The results indicated experiment group students’ writing performance in writing indexes were significant better than control group students. Moreover, the types and quality of peer responses of experiment group students also significant better than control group students. It showed the mini-lessons were effective. Regarding students’ writing motivation, both two group students were improved and showed the effect of self-management game mechanism.
CHEN, YEN-HUA, and 陳彥樺. "Effectiveness Evaluation of the Self-made Board Game in terms of “Low-carbon Travel of Penghu Island”." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/h3ypds.
Full text國立臺南大學
生態暨環境資源學系生態旅遊碩士班
107
This study uses a self-made travel-type board game (referred to as the board game) –“Low-carbon Travel of Penghu Island"which contains the knowledge of low-carbon tourism and information of attractions. The aim of this game is to let gamers learning local attractions and culture in a relaxed and happy way and learning the low-carbon knowledge. The low-carbon knowledge includes understanding the use of low-carbon traffic to travel during the travel is one of the ways to be environment friendly. In addition to tested by experts in different fields, the tabletop games were also testedq in the environmental training courses of Kaohsiung, Nantou and Wuhu in four sessions. Furthermore, there was a front-end questionnaire before the course and a questionnaire after the course. The results of the side questionnaires were collected to analyze the effectiveness of the“ Low-carbon Travel of Penghu Island"board game. As far as the development of this tabletop game is concerned, it is developed through the theme and is invited by experts from different fields to test and modify. After revised by expert advice, the board game were tested on the “relevant environment board games add-on training courses” . After that, the game were analyzed through the results of the side questionnaires. The result shows that the photos of the tourist destinations in the board games and the game experience are a good way to attract people to visit the sightseeing spots and having some insight into the tourist attractions. In addition, combining with the knowledge of low-carbon tourism, game players can promote the understanding of low-carbon behavior and enhance the willingness of participate low-carbon related activities or travel in the future. On the whole, the“ Low-carbon Travel of Penghu Island"board game is a board game which can transmit tourist information and low-carbon information. It proves that board games can be used not only for teaching but also for conveying information and environmental knowledge of a destination. This study is aimed at the use of teaching and further research of the“ Low-carbon Travel of Penghu Island"in the future. The board game can be used for content expansion or topical thinking for teaching themes. It can also be used for big data analysis to understand the behavioral impacts and differences between different ethnic groups after experiencing the game. Keywords: board games, environmental issues game, low-carbon travel, Penghu, low cabon island
Liao, Chun-Pei, and 廖君珮. "Strategy Analysis of Fisheries Cooperation between Taiwan Distant Water Tuna Purse Seine Fishery and Pacific Island Countries by Game Theory." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/e5y4rs.
Full text國立臺灣海洋大學
海洋事務與資源管理研究所
102
To be confronted with population growth, fishery resources have been a major source of protein for human. In virtue of some reasons, like nutritive value, tuna species are popular among others. The tuna industry in the Western and Central Pacific Ocean (WCPO) is one of the largest and most valuable fisheries in the world and many countries developed their tuna fisheries there. The tuna fishery in WCPO is complicated with Regional Fisheries Management Organisations (RFMOs), agreements, treaty and scheme. The South Pacific Committee (SPC) established in 1947 as the oldest RFMOs, Forum Fisheries Agency (FFA) in 1979 and Western and Central Pacific Fisheries Commission (WCPFC) in 2004. The fishery cooperations between Pacific island countries (PICs) and distant water fishing nations (DWFNs) by multilateral agreements or bilateral agreements, and manage under the scheme, conservation and management measure (CMMs), which include Vessel Day Scheme (VDS) implemented in 2007. This research aims to study of Taiwan purse seine fishery cooperation with PICs in WCPO and analysis by Game Theory, which include Federated States of Micronesia, Kiribati, Marshall Islands, Nauru, Palau, Papua New Guinea, Solomon Islands and Tuvalu. In order to set the game of WCPO tuna purse seine fisheries by the mechanism design, collected the informations by literature analysis method and case study, then use the semi-standardized in-depth interview with the experts. There are totaol 7 games were setted, include two categories and two scenarios. The categories are “The Taiwan Purse Seiner to PICs Game ” and “The Taiwan Purse Seiner to individual PIC Game”, under two scenarios as the high price and low price of fish by 2009-2012. “The Taiwan Purse Seiner to Individual PIC Game” select Kiribati, Papua New Guinea, Marshall Islands as Players by total fishing days and by area. “The Taiwan Purse Seiner to PICs Game” and “The Taiwan Purse Seiner to individual PIC Game”, show the Nash equilibrium, the dominant strategy of PICs is “continue implement the VDS” and for Taiwan is “co-management the purse seine fishery”. The Game of Taiwan-Papua New Guinea and Taiwan-Kiribati show the situation of Taiwan purse seine vessel could be well-manage under the scenario of high price of fish. In the case of Taiwan-Marshall Game, Marshall Islands need work opportunities than access fee, therefor co-management is the dominant strategy remarkably for Taiwan when build fishery cooperation with Marshall Islands.
Books on the topic "Island of Kesmai (Game)"
Inc, Nintendo of America, ed. Yoshi's Island DS: Prima authorized game guide. Roseville, CA: Prima Games, 2006.
Find full textBlyton, Enid. Famous five adventure game book 6. London: Hodder Children's Books, 2011.
Find full textLivingstone, Ian. Island of the Lizard King. New York, N.Y: Dell 1985, c1984., 1985.
Find full textMcClellan, John. Rules of the game: Land use and land ownership on Prince Edward Island. Charlottetown, P.E.I: Institute of Island Studies, 1990.
Find full textUnited States. Congress. Senate. Committee on Foreign Relations. Fisheries treaty with certain Pacific island states: Report (to accompany Treaty Doc. 100-5). [Washington, D.C.?: U.S. G.P.O., 1987.
Find full textVancouver Island Fish and Game Club. Constitution, certificate of membership, and summary of game protection act. [British Columbia?: Banfield & Jewell, 1996.
Find full textTom, Badgett, ed. Ultimate Unauthorized Nintendo Classic Game Strategies. 2nd ed. New York: Bantam Books, 1992.
Find full textTom, Badgett, ed. Ultimate Unauthorized Nintendo Classic Game Strategies. New York, N.Y.: Bantam Books, 1991.
Find full textInc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.
Find full textBook chapters on the topic "Island of Kesmai (Game)"
Howell, Greg. "„Game Plans“ im Three Mile Island-Projekt – ein Erfahrungsbericht zur Unsicherheit in Projekten." In Lean Construction – Das Managementhandbuch, 447–52. Berlin, Heidelberg: Springer Berlin Heidelberg, 2017. http://dx.doi.org/10.1007/978-3-662-55337-4_26.
Full text"The Island Game:." In Capturing the Commons, 57–79. University Press of New England, 2014. http://dx.doi.org/10.2307/j.ctv1xx9c2c.7.
Full text"A Child’s Game of Pretend 1955–58." In Sweet and Bitter Island. I.B.Tauris, 2008. http://dx.doi.org/10.5040/9780755624454.ch-013.
Full text"4. The Monkeys’ Island: The New Deal Builds a Modern Zoo." In The Animal Game, 115–42. Harvard University Press, 2016. http://dx.doi.org/10.4159/9780674972759-005.
Full textGray, David. "Remote, rural and island communities." In Transport Matters, 279–300. Policy Press, 2019. http://dx.doi.org/10.1332/policypress/9781447329558.003.0012.
Full textEhrenfeld, David. "More Field Ecology: Rightofway Island." In Swimming Lessons. Oxford University Press, 2002. http://dx.doi.org/10.1093/oso/9780195148527.003.0035.
Full textRenshon, Jonathan. "Losing Face and Sinking Costs." In Fighting for Status. Princeton University Press, 2017. http://dx.doi.org/10.23943/princeton/9780691174501.003.0003.
Full text"Environment : Past and Present." In Environmental Toxicology, edited by Sigmund F. Zakrzewski. Oxford University Press, 2002. http://dx.doi.org/10.1093/oso/9780195148114.003.0006.
Full textIrmscher, Christoph. "The Thinking Singer." In Max Eastman. Yale University Press, 2017. http://dx.doi.org/10.12987/yale/9780300222562.003.0008.
Full textCook, Matthew. "Still Life Theory." In New Constructions in Cellular Automata. Oxford University Press, 2003. http://dx.doi.org/10.1093/oso/9780195137170.003.0008.
Full textConference papers on the topic "Island of Kesmai (Game)"
Pinilla Giménez, Inés, Francisco J. Díaz-Pernas, Sonia Garrote Fernández, Juan Azael Herrero Alonso, David González Ortega, and Mario Martínez-Zarzuela. "The EPIK Island - Serious Game for Stroke Recovery." In 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006366501920197.
Full textLiu, Jiayan, and Zheng Hu. "Analysis on Dynamic Game of Island Development under Government Encouragement." In 2016 International Conference on Education, Sports, Arts and Management Engineering. Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/icesame-16.2016.275.
Full textDai, Cheng, Hongda Liu, Yuting Wang, Zhongli Ma, Zhipeng Li, Qi Wang, and Xiaofei Sun. "The user side load management based on game theory and smart price in tourist island." In OCEANS 2017 - Aberdeen. IEEE, 2017. http://dx.doi.org/10.1109/oceanse.2017.8084713.
Full textChen, Zhi-Hong, Calvin C. Y. Liao, and Tak-Wai Chan. "Quest Island: Developing Quest-Driven Learning Model by Blending Learning Tasks with Game Quests in a Virtual World." In 2010 IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.52.
Full text"DESIGNING COLLABORATIVE MULTIPLAYER SERIOUS GAMES FOR COLLABORATIVE LEARNING - Escape from Wilson Island - A Multiplayer 3D Serious Game for Collaborative Learning in Teams." In 4th International Conference on Computer Supported Education. SciTePress - Science and and Technology Publications, 2012. http://dx.doi.org/10.5220/0003899801990210.
Full textDewi, P. "Gender Equality for Sustainable Development: Focus on Interpreting Gender Relation in YAOI Doujinshi Love Heat at Tropical Island." In Proceedings of The 1st Workshop Multimedia Education, Learning, Assessment and its Implementation in Game and Gamification, Medan Indonesia, 26th January 2019, WOMELA-GG. EAI, 2019. http://dx.doi.org/10.4108/eai.26-1-2019.2282909.
Full textAsgary, Ali. "Holovulcano: Augmented Reality simulation of volcanic eruptions." In The 8th International Defence and Homeland Security Simulation Workshop. CAL-TEK srl, 2018. http://dx.doi.org/10.46354/i3m.2018.dhss.007.
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