Academic literature on the topic 'Old English Game chickens'

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Journal articles on the topic "Old English Game chickens"

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Sastre, B., JM Rodrigo-Muñoz, DA Garcia-Sanchez, JA Cañas, and V. del Pozo. "Eosinophils: Old Players in a New Game." Journal of Investigational Allergology and Clinical Immunology 28, no. 5 (2018): 289–304. http://dx.doi.org/10.18176/jiaci.0295.

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Payne, Ian. "Did the Anglo-Saxons Play Games of Chance? Some Thoughts on Old English Board Games." Antiquaries Journal 86 (September 2006): 330–45. http://dx.doi.org/10.1017/s0003581500000184.

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H J R Murray, the distinguished board games historian, stated categorically in 1952 that the popular Germanic game of tæfl (more specifically referred to in a ninth- to twelfth-century Norse context as hnefatafl), a game entirely of skill, was the only board game played in Anglo-Saxon England. But Old English literary evidence might pose a challenge to Murray's thesis, and could be taken to suggest that the English also played games of chance (perhaps even tabula, an ancestor of backgammon) in the first millennium AD.
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De Wilde, Vanessa, and June Eyckmans. "Game on! Young learners’ incidental language learning of English prior to instruction." Studies in Second Language Learning and Teaching 7, no. 4 (2017): 673–94. http://dx.doi.org/10.14746/ssllt.2017.7.4.6.

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In this paper the incidental language acquisition of 11-year-old Flemish children (n = 30) who have not received any formal English instruction is investigated. The study looks into children’s English proficiency and the learner characteristics that can be associated with it. In order to measure the children’s English proficiency, a receptive vocabulary test and a proficiency test (which measured listening skills, speaking skills, reading skills and writing skills) were used. Information about learner characteristics was gathered through two questionnaires (for children and parents). The results show that a significant proportion of the 11-year-olds can already perform tasks at the A2 level (The Common European Framework of Reference for Languages) without having had any formal instruction. The study confirms that children learn English from the input they receive through different media (especially gaming and computer use). Furthermore, the data reveal a strikingly positive attitude towards English and demonstrate that in some situations Flemish children prefer using English over their L1 with their peers.
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Gamlo, Nada. "The Impact of Mobile Game-Based Language Learning Apps on EFL Learners’ Motivation." English Language Teaching 12, no. 4 (2019): 49. http://dx.doi.org/10.5539/elt.v12n4p49.

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This study examines the effect of integrating mobile-game based language learning applications (MGBLLAs) on Saudi female English as a Foreign Language (EFL) students’ motivation to learn English. It explores the perceptions of students regarding the pedagogical value of the following free MGBLLAs: Game books: Great Reader, Game to learn English - EnglishTracker, and Learn English Vocabulary Pop Quiz. A group of thirty Saudi female beginner level students, aged from 18-20 years old and enrolled for their foundation year at King Abdulaziz University (KAU) participated in the study. The study was carried out over a seven week period. Data were collected using two questionnaires. A pre-MGBLLAs integration questionnaire was modified to determine students’ motivations for learning English. A post-MGBLLAs integration questionnaire designed by the author was also issued. It was utilized to explore the perceptions of students regarding the use of the three mobile game-based language learning apps, and to discover any impact on learner motivation. The results of the pre-MGBLLAs integration revealed that the EFL students were motivated to learn English. However, their motivation was high instrumental motivation, because it is taught as a compulsory course in their foundation year and they must achieve high scores to be able to start studying their preferred major. Significantly, the findings of the post-MGBLLAs integration questionnaire revealed that students perceived the three apps as beneficial for learning and improving motivation. These results contribute to the literature regarding mobile game based learning, and EFL students’ motivation.
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Metom, Lilly, Amelia Tom, and Awang Shuib. "The Grammar Odyssey." European Journal of Language and Literature 6, no. 1 (2016): 54. http://dx.doi.org/10.26417/ejls.v6i1.p54-63.

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This paper presents a study of an innovation project titled ‘The Grammar Odyssey’, which is a language board game that is specifically designed for beginner and intermediate levels of learners. The board game is a handy device for learning the English grammar items, which integrates fun, simplicity and practicality in order to motivate players to learn grammar. Having mentioned this, learning the English grammar items does not stop at the classroom environment. In fact, language acquisition continues to adulthood even after years of leaving the school, college or institution. Hence, the sample of this research encompassed 22 adult staff members aged 28-57 years old from various administrative and support departments at Universiti Teknologi MARA Sarawak, Malaysia. This research aimed to identify their acceptance and feedback towards the learning of grammar items through the use of the language board game. Based on the survey conducted on the staff’s feedback after playing the board game, a huge majority of the participants responded positively to the board game, stating that it was a useful, practical and fun tool for learning the English grammar. Thus, using the right approach to learn grammar is essential to help learners of all ages and levels acquire the skills effectively.
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A Ali, Abdel Moneim. "Ameliorative Effects of Cholestyramine and Oxihumate on Aflatoxicosis in Broiler Chickens." Pakistan Veterinary Journal 41, no. 01 (2021): 51–56. http://dx.doi.org/10.29261/pakvetj/2020.093.

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Aflatoxin B1 (AFB1) is widely available mycotoxin that is secreted by certain types of Aspergilli. In this research the ameliorative efficacy of two mycotoxin binders in broilers was evaluated; cholestyramine which was used for the first time in the poultry and oxihumate. A total of 64 one-day-old chicks were divided into four equal groups: birds of group A, B & C were fed on AFB1 contaminated diet at a rate of 2 ppm for 36 days either alone, with cholestyramine at a dose rate of 340µg/kg ration or with oxihumate at a dose rate of 3.5g/kg ration. Group D was kept as control with basal diet of neither toxin nor drug treatment. Morality was highest and the lesions of AFB1 intoxication were pronounced among birds of group A with marked degenerative and necrotic changes in different examined organs. Variable degrees of ameliorative effects of AFB-induced toxic lesions were observed in both treated groups (group B & C) with beneficial effects for cholestyramine. Mild expression of the apoptosis-related marker (p53) was encountered in group B and C relative to AFB1 intoxicated group. Aflatoxin residues were significantly reduced in the bird liver and kidney tissues in the instance of the two antimycotoxin binders. It could be concluded that both cholestyramine and oxihumate have an ameliorative effect for controlling aflatoxicosis with the superiority of cholestyramine in its protective effect. This the first in vivo trail to use cholestyramine as anti-AFB1 agent in poultry
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Root, Hilton L. "The Redistributive Role of Government: Economic Regulation in Old Régime France and England." Comparative Studies in Society and History 33, no. 2 (1991): 338–69. http://dx.doi.org/10.1017/s0010417500017059.

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The lobbying activities of private groups had an important redistributive influence on national economic policies in both England and France; however, the different organization of government in the two nations gave a particular shape and structure to the redistributive character of national politics. In England, Parliament's role in the legislative process made gaining economic concessions from the government long and difficult. During the eighteenth century, the English government's role was increasingly limited to adjudicating the claims of influential but conflicting groups. In France, by contrast, the government's economic decisions were neither subject to parliamentary scrutiny nor to open public discussion. Whereas the rules of the redistributional game in eighteenth-century England were increasingly public knowledge, the administrative and political process that allowed the French government to pursue its mercantilist programs was private. Furthermore, the rules changed according to ministerial whim. As one historian put it, public law was a forbidden domain, “a mystery reserved to the king and his ministers,” permitting select members of privileged clans, rather than broadly defined interest groups, to enjoy the benefits of government patronage. Although the creation of sophisticated interests and competitive lobbies allowed the English Parliament to provide special favors to particular industries during the eighteenth century, unlike the French executive, neither Parliament nor the English executive had the discretionary authority to distribute monopoly rents to particular ministerial or royal favorites. In England the government's distribution of spoils followed procedures more open to the English political elite as a whole; still, corruption was more pervasive in English public administration than in France, where executive supervision of central government agents was more comprehensive.
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Chaemsaithong, Krisda. "Dialogic features and interpersonal management in the early courtroom action game." Language and Dialogue 8, no. 3 (2018): 341–62. http://dx.doi.org/10.1075/ld.00021.cha.

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Abstract There are certain areas where present-day studies of language use can learn from history. Using a dialogue-analytic approach, this study investigates dialogic features and interpersonal management in the early English courtroom. Drawing upon a corpus of 81 opening statements from the Proceedings of the Old Bailey (1759–1799), the quantitative and qualitative analysis reveals that this courtroom action game is highly dialogic and that an active jury was significantly presupposed in this particular historical setting. The lawyers consistently endeavored to solicit solidarity and in-groupness through pronominal choices, and to argumentatively negotiate agreement and secure consent through directives, shared knowledge markers, asides, and questions. The findings testify to the central role of dialogism and interpersonal negotiation in historical courtroom action games.
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Pratama, Ferdian Aditya, Riana Magdalena, Stefani Prima Dias, and Davin Jeremiah Alamsyah. "Serious Game Development for Color and Object Name Recognition in Early Childhood Education (Case Study: TKK Mitra)." SISFORMA 7, no. 1 (2020): 14. http://dx.doi.org/10.24167/sisforma.v7i1.2620.

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The concept of playing and learning in the classroom has begun to change from playing using physical toys to playing using a computer such as games. The use of serious games as a learning media can help the improvement of dopamine hormones in human body, which is responsible for bringing pleasure and joy to our mind. When that hormone is triggered, the children will be easier to understand the information provided through the game. TKK Mitra has several problems, such as (1) The old computer with a low spec that they had, so it would be difficult for them to download or to install the new game. (2) The lack of games that can be used for teaching the children, so they often get bored quickly. The purpose of this research is to design an educational PC game. The result of this research is an education game for color and object recognition in English for early childhood education.
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Christensen, NH. "Serological survey of the infectious disease status of Old English Game fowl in the lower North Island, New Zealand." New Zealand Veterinary Journal 54, no. 4 (2006): 193–94. http://dx.doi.org/10.1080/00480169.2006.36694.

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Dissertations / Theses on the topic "Old English Game chickens"

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Barbosa, Lima Eduardo. "Chronotope in western role-playing video games : an investigation of the generation of narrative meaning through its dialogical relationship with the heroic epic and fantasy." Thesis, Brunel University, 2016. http://bura.brunel.ac.uk/handle/2438/16375.

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The development of the video game industry and the increasing popularity of the medium as a form of entertainment have led to significant developments in the discipline of game studies and a growing awareness of the cultural significance of video games as cultural artefacts. While much work has been done to understand the narrative aspect of games, there are still theoretical gaps on the understanding of how video games generate their narrative experience and how this experience is shaped by the player and the game as artefact. This interdisciplinary study investigates how meaning is created in Western Role Playing Games (WRPGs) video games by analysing the narrative strategies they employ in relation to those commonly used in Heroic Epic and Fantasy narratives. It adopts the Bakhtinian concepts of chronotope and dialogue as the main theoretical tools to examine the creation and integration of narratives in WRPGs with a special focus on the time-space perspective. Elder Scrolls V: Skyrim and Dragon Age Origins were chosen as representatives of the WRPG video game genre while Beowulf and the tale of Sigurd, as it appears in the Poetic Edda and the Volsung Saga, were chosen as representatives of the Heroic Epic poetic tradition. References are also made to Fantasy novels, especially the work of J.R.R. Tolkien. Textual analysis along with some techniques employed by researchers working with visual methodologies and compositional interpretation were used to analyse relevant aspects of the texts and games. The findings suggest that intertextual and genre materials considerably shape the narrative of WRPGs and exercise a profound dialogical effect on the ludonarrative harmony of the games investigated through their interaction with the game world and gameplay systems. This relationship is most visible in the chronotopic (time-space) aspect of the chosen games. The findings also suggest that Epic material dialogically orients the WRPG players' experience and adjusts their expectations and understanding of the fictional world. This study as well as the refining of chronotopic analytical tools to encompass chronotopic awareness, transportation, and flow may be of use in further chronotopic investigations of different games, literary genres, and/or other media artefacts.
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Books on the topic "Old English Game chickens"

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Atkinson, Herbert. Cockfighting and game fowl: From the note-books of Herbert Atkinson of Ewelme ; together with, The life and letters of John Harris, the Cornish cocker ; ten plates in colour and twelve in black and white from paintings and drawings by the author ; edited and with an introdutory memoir by Game Cock. Nimrod Press, 1986.

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Understanding Old English Game. 4th ed. Nimrod Press Ltd, 1990.

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Atkinson, Herbert. Old English Game Fowl. Beech Publishing House, 1990.

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Batty, J. Old English Game Bantams. Beech Publishing House, 1997.

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Atkinson, Herbert. The Old English Game Fowl. 2nd ed. Nimrod Press Ltd, 1987.

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Atkinson, Herbert. The Old English Game Fowl. 3rd ed. Nimrod Press Ltd, 1990.

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Batty, Joseph. Old English Game (International Poultry Library). 2nd ed. Beech Publishing House, 1997.

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Batty, J. Understanding Old English Game (Poultry Fanciers Library). 3rd ed. Nimrod Press Ltd, 1987.

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Batty, Joseph. Understanding Old English Game (National Poultry Library). 6th ed. Beech Publishing House, 2002.

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Proud, P. The Old English and Modern Game Fowl. CreateSpace Independent Publishing Platform, 2018.

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Book chapters on the topic "Old English Game chickens"

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"Loki’s Truth-Game Lokasenna." In Longman Anthology of Old English, Old Icelandic, and Anglo-Norman Literatures. Routledge, 2014. http://dx.doi.org/10.4324/9781315833354-62.

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North, Richard, Joe Allard, and Patricia Gillies. "Loki’s Truth-Game Lokasenna." In The Longman Anthology of Old English, Old Icelandic and Anglo-Norman Literatures. Routledge, 2020. http://dx.doi.org/10.1201/9781003072539-60.

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North, Richard, Joe Allard, and Patricia Gillies. "Loki’s Truth-Game Lokasenna." In The Longman Anthology of Old English, Old Icelandic and Anglo-Norman Literatures. Routledge, 2020. http://dx.doi.org/10.4324/9781003072539-60.

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Hadjistassou, Stella K., and Judith Molka-Danielsen. "Designing Alien Mysteries in Chatterdale." In Advances in Game-Based Learning. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9629-7.ch011.

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As part of a larger, three-year long European project, Franziska reflected on her experiences in designing and implementing age-appropriate, immersive learning experiences in the virtual village of Chatterdale in OpenSim. Thirteen-year-old German and Norwegian students learning English as a target language engaged in collaborative goal-driven actions, task-oriented activities, and verbal interactions in a quest to solve a mystery involving extraterrestrials and the local residents' disappearance. Building on Barab, Gresalfi, and Arici's (2009) conceptualization of game-oriented environments as transformational activities, the focus was placed on investigating how the emerging affordances can empower learners and enact opportunities to actively participate in these game-driven learning experiences and mold the content and context. The study illustrated that the design of this virtual Chatterdale science fiction scenario was student-instigated, while students' quest to unravel the mystery afforded opportunities for active involvement and collaborative actions, engagement in verbal exchanges, and interaction with content and context.
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