Journal articles on the topic 'Non-digital game'
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Mortenson, W. Ben, Andrew Sixsmith, and David Kaufman. "Non-Digital Game Playing by Older Adults." Canadian Journal on Aging / La Revue canadienne du vieillissement 36, no. 3 (2017): 342–50. http://dx.doi.org/10.1017/s0714980817000162.
Full textPetri, Giani, Alejandro Calderón, Christiane Gresse von Wangenheim, Adriano Borgatto, and Mercedes Ruiz. "Games for Teaching Software Project Management: An Analysis of the Benefits of Digital and Non-Digital Games." JUCS - Journal of Universal Computer Science 24, no. (10) (2018): 1424–51. https://doi.org/10.3217/jucs-024-10-1424.
Full textPratiwi, Andi Citra, Ahmad Ardillah Rahman, Haris Haris, Zakiyah Mar'ah, and Rughaya Salsabila. "Students’ Attitude toward A Non-Digital Game-Based Learning in English for Biology Course." KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE 5, no. 3 (2023): 630–38. https://doi.org/10.52208/klasikal.v5i3.1123.
Full textHo, Shin-Jia, Yu-Shan Hsu, Chien-Hung Lai, Fong-Han Chen, and Ming-Hour Yang. "Applying Game-Based Experiential Learning to Comprehensive Sustainable Development-Based Education." Sustainability 14, no. 3 (2022): 1172. http://dx.doi.org/10.3390/su14031172.
Full textAnjuman Shaheen and Panagiotis Fotaris. "Enhancing Digital Game-Based Learning Through Reflective Game Design (RGD)." European Conference on Games Based Learning 18, no. 1 (2024): 1163–72. http://dx.doi.org/10.34190/ecgbl.18.1.3107.
Full textDebrenti, Edith. "Using Digital Game-Based Learning in Mathematics Education: A Case Study with Teacher Training Students." International Journal for Technology in Mathematics Education 31, no. 3 (2024): 153–62. http://dx.doi.org/10.1564/tme_v31.3.06.
Full textPalencsár, Enikő, and Szilvia Szilágyi. "Navigating the transition of a mathematical didactic game from tabletop to digital." Multidiszciplináris Tudományok 14, no. 2 (2024): 64–76. http://dx.doi.org/10.35925/j.multi.2024.2.7.
Full textRusso, James, Leicha Bragg, Toby Russo, and Michael Minas. "Identifying the Characteristics of Non-Digital Mathematical Games Most Valued by Educators." Education Sciences 13, no. 1 (2022): 30. http://dx.doi.org/10.3390/educsci13010030.
Full textXie, Weihong, Diwen Zheng, Jianbin Luo, Zhong Wang, and Yongjian Wang. "Research of cooperation strategy of government-enterprise digital transformation based on differential game." Open Mathematics 20, no. 1 (2022): 791–808. http://dx.doi.org/10.1515/math-2022-0480.
Full textMohd. Yusof, Nurul Aqilah, and Masitah Shahrill. "The Effects of Non-Digital Game-Based Learning on Students’ Mathematical Perspectives and Achievements." Southeast Asian Mathematics Education Journal 11, no. 1 (2021): 25–40. http://dx.doi.org/10.46517/seamej.v11i1.113.
Full textMohd. Yusof, Nurul Aqilah, and Masitah Shahrill. "The Effects of Non-Digital Game-Based Learning on Students’ Mathematical Perspectives and Achievements." Southeast Asian Mathematics Education Journal 11, no. 1 (2021): 25–40. http://dx.doi.org/10.46517/seamej.v11i1.113.
Full textGervacio, Nimce Mae, Monera A. Salic-Hairulla, Sotero O. Malayao Jr., Arlene R. Alcopra, and Eddie P. Mondejar. "Genetic Escapade: Development of Digital RPG for Teaching Non-Mendelian Genetics." International Journal of Research in Social Science and Humanities 06, no. 05 (2025): 22–29. https://doi.org/10.47505/ijrss.2025.5.3.
Full textTresnawati, Dewi, and Ahmad Arif Budiman. "Game Edukatif Pengelolaan Sampah Menggunakan Digital Game Based Learning-Instructional Design." Jurnal Algoritma 18, no. 2 (2022): 523–30. http://dx.doi.org/10.33364/algoritma/v.18-2.834.
Full textSu, Fan, Di Zou, Haoran Xie, and Fu Lee Wang. "A Comparative Review of Mobile and Non-Mobile Games for Language Learning." SAGE Open 11, no. 4 (2021): 215824402110672. http://dx.doi.org/10.1177/21582440211067247.
Full textGöldağ, Battal. "The Relationship Between the Digital Game Dependence and Violence Tendency Levels of High School Students." International Education Studies 13, no. 8 (2020): 118. http://dx.doi.org/10.5539/ies.v13n8p118.
Full textSigurðardóttir, Helga Dís Ísfold. "Domesticating Digital Game-based Learning." Nordic Journal of Science and Technology Studies 4, no. 1 (2016): 5. http://dx.doi.org/10.5324/njsts.v4i1.2168.
Full textNaderi, Samaneh, and Fatemeh Moafian. "The victory of a non-digital game over a digital one in vocabulary learning." Computers and Education Open 4 (December 2023): 100135. http://dx.doi.org/10.1016/j.caeo.2023.100135.
Full textKabát, Marián. "Factors Influencing the Quality of Digital Game Localization." Acta Ludologica 6, no. 1 (2023): 84–94. http://dx.doi.org/10.34135/actaludologica.2023-6-1.84-94.
Full textKaufman, Geoff F., and Mary Flanagan. "Lost in Translation." International Journal of Gaming and Computer-Mediated Simulations 5, no. 3 (2013): 1–9. http://dx.doi.org/10.4018/jgcms.2013070101.
Full textMartins, Raiane Santos, Filipe Raulino, Aquiles Burlamaqui, and Akynara Burlamaqui. "SGDDEdu: A Model of Short Game Design Document for Digital Educational Games." International Journal of Innovation Education and Research 7, no. 2 (2019): 167–80. http://dx.doi.org/10.31686/ijier.vol7.iss2.1335.
Full textNewman, James. "(Not) Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay." International Journal of Digital Curation 6, no. 2 (2011): 109–27. http://dx.doi.org/10.2218/ijdc.v6i2.206.
Full textPlothe, Theo. "Bearded Dragons at Play." Exchanges: The Interdisciplinary Research Journal 7, no. 3 (2020): 1–13. http://dx.doi.org/10.31273/eirj.v7i3.523.
Full textCsönge, Tamás. "Objects Really Matter: Ludo-Representationalism and the Reality of Digital Games." Acta Ludologica 7, Special Issue (2024): 16–33. https://doi.org/10.34135/actaludologica.2024-7-si.16-33.
Full textAsamoah, Daniel, Wendy Wen Ni Chong, Masitah Shahrill, and Siti Norhedayah Abdul Latif. "Non-digital card game and year 8 students’ performance in integers." Journal of Mathematics and Science Teacher 2, no. 1 (2022): em007. http://dx.doi.org/10.29333/mathsciteacher/11928.
Full textFriehs, Maximilian A., Martin Dechant, Sarah Vedress, Christian Frings, and Regan L. Mandryk. "Shocking advantage! Improving digital game performance using non-invasive brain stimulation." International Journal of Human-Computer Studies 148 (April 2021): 102582. http://dx.doi.org/10.1016/j.ijhcs.2020.102582.
Full textBergstrom, Kelly. "Barriers to play: accounting for non-participation in digital game play." Feminist Media Studies 19, no. 6 (2018): 841–57. http://dx.doi.org/10.1080/14680777.2018.1484790.
Full textZikri, Afdhal. "Artificial Intelligence Development on “Golem” Non-Playable Character in Miner Quest Games With Finite State Machine Method." [CEPAT] Journal of Computer Engineering: Progress, Application and Technology 2, no. 02 (2023): 18–25. https://doi.org/10.25124/cepat.v2i02.6249.
Full textKneer, Julia, and Ruud S. Jacobs. "Grow Up, Level Up, and Game On; Evolving Games Research." Media and Communication 6, no. 2 (2018): 56–59. http://dx.doi.org/10.17645/mac.v6i2.1566.
Full textVazirabad, Aylar Fallah, and Farahman Farrokhi. "Investigating Digital Apps: Gaming Elements and Learning Context." International Journal of Applied Linguistics and English Literature 9, no. 3 (2020): 25. http://dx.doi.org/10.7575/aiac.ijalel.v.9n.3p.25.
Full textEkinci, Nurullah Emir, Ilimdar Yalcin, and Cihan Ayhan. "Analysis of Loneliness Levels and Digital Game Addiction of Middle School Students According to Various Variables." World Journal of Education 9, no. 1 (2019): 20. http://dx.doi.org/10.5430/wje.v9n1p20.
Full textIvgin, Asli Bahar, and Hakan Akcay. "The Impact of Using Educational and Digital Games on Middle School Students Science Achievement." International Journal of Technology in Education 7, no. 3 (2024): 386–416. http://dx.doi.org/10.46328/ijte.781.
Full textBimo, Michael Ario, and Haris Maupa. "Analisis pemasaran digital terhadap penjualan video game online pada perusahaan toko game di Jakarta Barat." Jurnal Manajemen Bisnis dan Kewirausahaan 8, no. 5 (2024): 1174–86. http://dx.doi.org/10.24912/jmbk.v8i5.32429.
Full textChou, Wen Huei, Han-Xing Chen, and Ching-Chih Hsu. "Research on Alleviating Children’s Nighttime Fear Using a Digital Game." Children 9, no. 3 (2022): 405. http://dx.doi.org/10.3390/children9030405.
Full textGuttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Full textSlussareff, Michaela, and Vít Šisler. "Higher Sustainability of Mental Models Acquired from a Digital Game in Comparison with a Live Action Role-playing Game and a Traditional Lecture." Masaryk University Journal of Law and Technology 14, no. 1 (2020): 29–52. http://dx.doi.org/10.5817/mujlt2020-1-2.
Full textZain, Nurul Hidayah Mat, Idris Osman, Rachel Samuel, Suhailah Kassim, Suraya Hamimi Mastor, and Halimahton Borhan. "Talent cap module: the implementation of digital and non-digital assessment game in collaborative learning environment." International Journal of Advanced Technology and Engineering Exploration 8, no. 76 (2021): 496–510. http://dx.doi.org/10.19101/ijatee.2020.762184.
Full textHa, Eun, Jonathan Rowe, Bradford Mott, and James Lester. "Goal Recognition with Markov Logic Networks for Player-Adaptive Games." Proceedings of the AAAI Conference on Artificial Intelligence 26, no. 1 (2021): 2113–19. http://dx.doi.org/10.1609/aaai.v26i1.8439.
Full textZeng, Xiuzhen, and Yaxin Li. "Strategies for Talent’s Digital Competence Development at Higher Vocational Colleges for Digital Transformation." Journal of Education, Health and Sport 13, no. 1 (2022): 23–30. http://dx.doi.org/10.12775/jehs.2023.13.01.003.
Full textABDUL GHANI, MOHAMMAD TAUFIQ, and WAN AB AZIZ WAN DAUD. "The Impact of Digital Game-Based Learning Towards Arabic Language Communication." Jurnal Komunikasi: Malaysian Journal of Communication 39, no. 1 (2023): 407–24. http://dx.doi.org/10.17576/jkmjc-2023-3901-23.
Full textKAZU, İbrahim Yaşar, Hilal KAZU, and Murat KUVVETLİ. "EVALUATION OF STUDIES ON LANGUAGE SKILL AREAS OF DIGITAL GAME-BASED FOREIGN." SOCIAL SCIENCE DEVELOPMENT JOURNAL 7, no. 29 (2022): 117–27. http://dx.doi.org/10.31567/ssd.546.
Full textAnis, Siti Khadijah, Alias Masek, Muhammad Nurtanto, and Nur Kholifah. "Nominal group technique application towards design of components and elements of non-digital game framework." International Journal of Evaluation and Research in Education (IJERE) 11, no. 1 (2022): 213. http://dx.doi.org/10.11591/ijere.v11i1.22164.
Full textFizek, Sonia. "Automation of play: Theorizing self-playing games and post-human ludic agents." Journal of Gaming & Virtual Worlds 10, no. 3 (2018): 203–18. http://dx.doi.org/10.1386/jgvw.10.3.203_1.
Full textHumphrey, Kimberley. "The application of a serious, non-digital escape game learning experience in higher education." Sport & Exercise Psychology Review 13, no. 2 (2017): 48–54. http://dx.doi.org/10.53841/bpssepr.2017.13.2.48.
Full textLenkevich, Alexander S. "Low-level Eschatology: Ruins in Computer Games." Galactica Media: Journal of Media Studies 4, no. 3 (2022): 134–56. http://dx.doi.org/10.46539/gmd.v4i3.317.
Full textWandana, Muhammad Chanif Tamimi Raditya, Siti Muniroh, and Sari Karmina. "THE IMPLEMENTATION OF DIGITAL GAME-BASED LANGUAGE LEARNING IN A DEVELOPING COUNTRY: A LITERATURE REVIEW." Research and Development Journal of Education 10, no. 1 (2024): 421. http://dx.doi.org/10.30998/rdje.v10i1.23085.
Full textAs Sayfullooh, Istiqomah, Irdamurni, Maria Montessori, Alwen Bentri, Agung Marhadi, and Nafsi Latifah. "Integrating Role-playing into Board Games for History Education: Developing Non-digital Media to Boost Social Interaction." MIMBAR PGSD Undiksha 12, no. 3 (2024): 596–608. https://doi.org/10.23887/jjpgsd.v12i3.87049.
Full textSilva, Eduardo Jorge Lira Antunes da, Cristina Souza de Araújo, Jucimar Maia da Silva Junior, et al. "Development of cryptogames with Unity on an Ethereum Blockchain Test Network: Case Study and Challenges." Journal on Interactive Systems 15, no. 1 (2024): 549–60. http://dx.doi.org/10.5753/jis.2024.4188.
Full textKim, Seon-Chil, and Hojun Lee. "An Analysis of the Impact of Digital Therapeutic Interventions on Attention and Working Memory in Children with Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial." Applied Sciences 15, no. 2 (2025): 788. https://doi.org/10.3390/app15020788.
Full textAurava, Riikka, and Mikko Meriläinen. "Expectations and realities: Examining adolescent students’ game jam experiences." Education and Information Technologies 27, no. 3 (2021): 4399–426. http://dx.doi.org/10.1007/s10639-021-10782-y.
Full textNovak, Damijan, Domen Verber, Jani Dugonik, and Iztok Fister. "Action-Based Digital Characterization of a Game Player." Mathematics 11, no. 5 (2023): 1243. http://dx.doi.org/10.3390/math11051243.
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