Journal articles on the topic 'Non-digital games'
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Plothe, Theo. "Bearded Dragons at Play." Exchanges: The Interdisciplinary Research Journal 7, no. 3 (June 24, 2020): 1–13. http://dx.doi.org/10.31273/eirj.v7i3.523.
Full textAllaire, Jason C., Anne Collins McLaughlin, Amanda Trujillo, Laura A. Whitlock, Landon LaPorte, and Maribeth Gandy. "Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers." Computers in Human Behavior 29, no. 4 (July 2013): 1302–6. http://dx.doi.org/10.1016/j.chb.2013.01.014.
Full textSundqvist, Pia, and Liss Kerstin Sylvén. "Language-related computer use: Focus on young L2 English learners in Sweden." ReCALL 26, no. 1 (January 2014): 3–20. http://dx.doi.org/10.1017/s0958344013000232.
Full textSylvén, Liss Kerstin, and Pia Sundqvist. "Gaming as extramural English L2 learning and L2 proficiency among young learners." ReCALL 24, no. 3 (September 2012): 302–21. http://dx.doi.org/10.1017/s095834401200016x.
Full textSigurðardóttir, Helga Dís Ísfold. "Domesticating Digital Game-based Learning." Nordic Journal of Science and Technology Studies 4, no. 1 (December 1, 2016): 5. http://dx.doi.org/10.5324/njsts.v4i1.2168.
Full textFizek, Sonia. "Automation of play: Theorizing self-playing games and post-human ludic agents." Journal of Gaming & Virtual Worlds 10, no. 3 (October 1, 2018): 203–18. http://dx.doi.org/10.1386/jgvw.10.3.203_1.
Full textLages e Silva, Rodrigo, Gabriela Da Silva Bulla, Leandro Paz Da Silva, and Julia De Campos Lucena. "Os serious games e os regimes de sensibilidade: Paradoxos do uso de jogos na formação humana." education policy analysis archives 26 (September 17, 2018): 117. http://dx.doi.org/10.14507/epaa.26.3867.
Full textFizek, Sonia. "Automated State of Play." Digital Culture & Society 4, no. 1 (March 1, 2018): 201–14. http://dx.doi.org/10.14361/dcs-2018-0112.
Full textDunwell, Ian, Petros Lameras, Sara de Freitas, Panos Petridis, Maurice Hendrix, Sylvester Arnab, and Kam Star. "Providing Career Guidance to Adolescents through Digital Games." International Journal of Game-Based Learning 4, no. 4 (October 2014): 58–70. http://dx.doi.org/10.4018/ijgbl.2014100104.
Full textVanbecelaere, Stefanie, Katrien Van den Berghe, Frederik Cornillie, Delphine Sasanguie, Bert Reynvoet, and Fien Depaepe. "The effectiveness of adaptive versus non‐adaptive learning with digital educational games." Journal of Computer Assisted Learning 36, no. 4 (December 29, 2019): 502–13. http://dx.doi.org/10.1111/jcal.12416.
Full textGiang, Nguyen Thi Huong, and Le Huy Cuong. "Evaluating Feasibility and Effectiveness of Digital Game-Based Instructional Technology." International Journal of Emerging Technologies in Learning (iJET) 16, no. 16 (August 23, 2021): 4. http://dx.doi.org/10.3991/ijet.v16i16.23829.
Full textCassidy, Ryan, and Matthew McEniry. "How the new generation of video game consoles have accelerated the need to preserve digital content – part 1." Library Hi Tech News 31, no. 9 (October 28, 2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.
Full textTalan, Tarık, Yunus Doğan, and Veli Batdı. "Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis." Journal of Research on Technology in Education 52, no. 4 (April 20, 2020): 474–514. http://dx.doi.org/10.1080/15391523.2020.1743798.
Full textSokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (October 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Full textKickmeier-Rust, Michael D., Elke Mattheiss, Christina Steiner, and Dietrich Albert. "A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games." International Journal of Game-Based Learning 1, no. 1 (January 2011): 45–58. http://dx.doi.org/10.4018/ijgbl.2011010104.
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 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Full textKneer, Julia, and Ruud S. Jacobs. "Grow Up, Level Up, and Game On; Evolving Games Research." Media and Communication 6, no. 2 (June 7, 2018): 56–59. http://dx.doi.org/10.17645/mac.v6i2.1566.
Full textGaydos, Matthew. "Co-designing Educational Games for Classrooms." International Journal of Designs for Learning 12, no. 1 (April 12, 2021): 54–63. http://dx.doi.org/10.14434/ijdl.v12i1.31266.
Full textNewman, James. "(Not) Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay." International Journal of Digital Curation 6, no. 2 (August 19, 2011): 109–27. http://dx.doi.org/10.2218/ijdc.v6i2.206.
Full textSaridaki, Maria, and Constantinos Mourlas. "Integrating Serious Games in the Educational Experience of Students with Intellectual Disabilities." International Journal of Game-Based Learning 3, no. 3 (July 2013): 10–20. http://dx.doi.org/10.4018/ijgbl.2013070102.
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 (February 28, 2019): 167–80. http://dx.doi.org/10.31686/ijier.vol7.iss2.1335.
Full textMcEniry, Matthew, and Ryan Cassidy. "How the new generation of consoles have accelerated the need to preserve digital content – part 2." Library Hi Tech News 32, no. 2 (April 7, 2015): 10–13. http://dx.doi.org/10.1108/lhtn-09-2014-0081.
Full textHarris, Christopher. "Fact or fiction? Libraries can thrive in the Digital Age." Phi Delta Kappan 96, no. 3 (October 13, 2014): 20–25. http://dx.doi.org/10.1177/0031721714557448.
Full textHernandez-Aguilera, J. Nicolas, Max Mauerman, Alexandra Herrera, Kathryn Vasilaky, Walter Baethgen, Ana Maria Loboguerrero, Rahel Diro, Yohana Tesfamariam Tekeste, and Daniel Osgood. "Games and Fieldwork in Agriculture: A Systematic Review of the 21st Century in Economics and Social Science." Games 11, no. 4 (October 23, 2020): 47. http://dx.doi.org/10.3390/g11040047.
Full textYang, Tzu-Chi, Meng Chang Chen, and Sherry Y. Chen. "Incorporating digital games into anti-drug material: non-drug-addicted learners vs. drug-addicted learners." Universal Access in the Information Society 19, no. 1 (July 13, 2018): 29–40. http://dx.doi.org/10.1007/s10209-018-0624-6.
Full textArora, Payal, and Sorina Itu. "Arm Chair Activism." International Journal of Game-Based Learning 2, no. 4 (October 2012): 1–17. http://dx.doi.org/10.4018/ijgbl.2012100101.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textWiggins, Bradley E. "An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education." International Journal of Game-Based Learning 6, no. 1 (January 2016): 18–29. http://dx.doi.org/10.4018/ijgbl.2016010102.
Full textBasaraba, Nicole. "A communication model for non-fiction interactive digital narratives: A study of cultural heritage websites." Frontiers of Narrative Studies 4, s1 (November 22, 2018): s48—s75. http://dx.doi.org/10.1515/fns-2018-0032.
Full textWhitson, Jennifer R., and Bart Simon. "Game Studies meets Surveillance Studies at the Edge of Digital Culture: An Introduction to a special issue on Surveillance, Games and Play." Surveillance & Society 12, no. 3 (July 22, 2014): 309–19. http://dx.doi.org/10.24908/ss.v12i3.5334.
Full textVanbecelaere, Stefanie, Katrien Van den Berghe, Frederik Cornillie, Delphine Sasanguie, Bert Reynvoet, and Fien Depaepe. "The effects of two digital educational games on cognitive and non-cognitive math and reading outcomes." Computers & Education 143 (January 2020): 103680. http://dx.doi.org/10.1016/j.compedu.2019.103680.
Full textAraújo de Medeiros, Romero, Raniella Lima, Denise Silva, and Luis Paulo Mercado. "Jogos digitais como estratégia de ensino-aprendizagem no ensino superior. A construção e aplicação do jogo “Renascença” na disciplina de literatura." Obra digital, no. 10 (March 5, 2016): 69–83. http://dx.doi.org/10.25029/od.2016.74.10.
Full textYurieva, Oksana, Tetiana Musiichuk, and Dina Baisan. "INFORMAL ENGLISH LEARNING WITH ONLINE DIGITAL TOOLS: NON-LINGUIST STUDENTS." Advanced Education 8, no. 18 (June 22, 2021): 90–102. http://dx.doi.org/10.20535/2410-8286.223896.
Full textRivera-Dundas, Adena. "Ecocritical Engagement in a Pixelated World // El compromiso ecocrítico en un mundo pixelado." Ecozon@: European Journal of Literature, Culture and Environment 8, no. 2 (October 31, 2017): 121–35. http://dx.doi.org/10.37536/ecozona.2017.8.2.1351.
Full textSamson, Sharon, and Dr S. V. Karthiga. "Gamification as a Tool in English Language Teaching." International Journal of Early Childhood Special Education 12, no. 2 (December 31, 2020): 99–102. http://dx.doi.org/10.9756/int-jecse/v12i2.201061.
Full textBayer, Rachel, and Catherine Sorenson. "Resource Review: Breakout EDU." Journal of Youth Development 15, no. 6 (December 15, 2020): 326–33. http://dx.doi.org/10.5195/jyd.2020.919.
Full textСапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.
Full textÖz Pektaş, Hatice. "Font games in typography education: Typewar." SHS Web of Conferences 48 (2018): 01072. http://dx.doi.org/10.1051/shsconf/20184801072.
Full textWhitson, Jennifer R. "Gaming the Quantified Self." Surveillance & Society 11, no. 1/2 (May 27, 2013): 163–76. http://dx.doi.org/10.24908/ss.v11i1/2.4454.
Full textEnggar Pamudyaningrum, Friskila, Hestiasari Rante, Muhammad Agus Zainuddin, and Michael Lund. "UI/UX Design for Metora: A Gamification of Learning Journalism Interviewing Method." E3S Web of Conferences 188 (2020): 00008. http://dx.doi.org/10.1051/e3sconf/202018800008.
Full textGöldağ, Battal. "The Relationship Between the Digital Game Dependence and Violence Tendency Levels of High School Students." International Education Studies 13, no. 8 (July 29, 2020): 118. http://dx.doi.org/10.5539/ies.v13n8p118.
Full textKaufman, Geoff F., and Mary Flanagan. "Lost in Translation." International Journal of Gaming and Computer-Mediated Simulations 5, no. 3 (July 2013): 1–9. http://dx.doi.org/10.4018/jgcms.2013070101.
Full textPermana, Silvester Dian Handy. "Implementation of Min Max Algorithm as Intelligent Agent on Card Battle Game." IJISTECH (International Journal Of Information System & Technology) 2, no. 2 (May 23, 2019): 53. http://dx.doi.org/10.30645/ijistech.v2i2.20.
Full textBuendgens-Kosten, Judith, Viviane Lohe, and Daniela Elsner. "Beyond the monolingual habitus in game-based language learning: The MElang-E and EU·DO·IT projects in the interstices between linguistics, pedagogy and technology." Journal of Gaming & Virtual Worlds 11, no. 1 (March 1, 2019): 67–83. http://dx.doi.org/10.1386/jgvw.11.1.67_1.
Full textVashisht, Devika. "How gamers process in-game brand placements under different game-involvement conditions." Management Research Review 40, no. 4 (April 18, 2017): 471–90. http://dx.doi.org/10.1108/mrr-07-2015-0163.
Full textYi, Liu, Qiqi Zhou, Tan Xiao, Ge Qing, and Igor Mayer. "Conscientiousness in Game-Based Learning." Simulation & Gaming 51, no. 5 (June 9, 2020): 712–34. http://dx.doi.org/10.1177/1046878120927061.
Full textYANNAKAKIS, GEORGIOS N., and JOHN HALLAM. "MODELING AND AUGMENTING GAME ENTERTAINMENT THROUGH CHALLENGE AND CURIOSITY." International Journal on Artificial Intelligence Tools 16, no. 06 (December 2007): 981–99. http://dx.doi.org/10.1142/s0218213007003667.
Full textBussert-Webb, Kathy M., and Maria E. Diaz. "New Literacy Opportunities and Practices of Latino/a Children of Poverty In and Out of School." Language and Literacy 14, no. 1 (January 25, 2012): 1. http://dx.doi.org/10.20360/g25k5s.
Full textGaron, Jon M. "Commercializing the Digital Canvas." 2013 Fall Intellectual Property Symposium Articles 1, no. 4 (March 2014): 837–72. http://dx.doi.org/10.37419/lr.v1.i4.2.
Full textKamm, Björn-Ole. "A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity." Simulation & Gaming 50, no. 5 (October 2019): 621–44. http://dx.doi.org/10.1177/1046878119879738.
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