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1

Boroń, Michał, Jerzy Brzeziński, and Anna Kobusińska. "P2P matchmaking solution for online games." Peer-to-Peer Networking and Applications 13, no. 1 (February 16, 2019): 137–50. http://dx.doi.org/10.1007/s12083-019-00725-3.

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Rizky, Ghina, Jhanghiz Syahrivar, Yuling Wei, and Chairy Chairy. "THE ROLES OF VIRTUAL CHALLENGE AND DIVERSION IN PAY TO PLAY (P2P) PRACTICES AMONG INDONESIAN MOBILE GAMERS." Jurnal Muara Ilmu Ekonomi dan Bisnis 6, no. 1 (April 4, 2022): 104. http://dx.doi.org/10.24912/jmieb.v6i1.16477.

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Penelitian ini bertujuan untuk mengetahui faktor-faktor yang mempengaruhi niat bermain dan membayar (P2P) pada game seluler. Pasar game seluler sedang tumbuh dan menguntungkan. Dalam hal pendapatan, Indonesia adalah salah satu pasar game terbesar di Asia Tenggara. Namun, perusahaan game lokal hanya memiliki persentase pasar yang sangat kecil. Beberapa konsep yang terkait dengan P2P dimasukkan dalam penelitian ini, yaitu fleksibilitas waktu, pengalihan, dan tantangan. Penelitian kuantitatif ini menggunakan teknik purposive sampling dan berhasil mengumpulkan 324 mobile gamer bergenre Strategy, Multiplayer Online Battle Arena (MOBA) dan Action. Untuk menganalisis data, penelitian ini menggunakan Structural Equation Modeling (SEM) melalui software SPSS dan AMOS. Hasil penelitian menunjukkan bahwa 1) Tantangan memiliki efek positif terhadap niat bermain game seluler dan niat membayar barang virtual 2) Niat bermain game seluler memiliki efek positif terhadap niat membayar barang virtual 3) Pengalihan memiliki efek positif terhadap niat membayar barang virtual dan 4) Niat bermain game seluler memediasi secara parsial hubungan antara tantangan dan niat membayar barang virtual. This research aims to investigate factors influencing the intention to play and pay (P2P) in mobile games. The mobile games market is growing and lucrative. In terms of revenue, Indonesia is one of Southeast Asia's biggest gaming markets. However, local gaming companies only own a very small percentage of the market. Several P2P-related concepts are incorporated in this research, namely time flexibility, diversion, and challenge. This quantitative research used a purposive sampling technique to recruit 324 mobile gamers from Strategy, Multiplayer Online Battle Arena (MOBA) and Action genres. To analyse the data, this research employed Structural Equation Modelling (SEM) via SPSS and AMOS software. The results show that 1) Challenge has positive effects on the intention to play mobile games and the intention to pay for virtual items 2) The intention to play mobile games has a positive effect on the intention to pay for virtual items 3) Diversion has a positive effect on the intention to pay for virtual items and 4) The intention to play mobile games partially mediates the relationship between challenge and the intention to pay for virtual items.
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Kackley, Jeremy, Matthew Gambrell, and Jean Gourd. "I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (March 20, 2008): 142–49. http://dx.doi.org/10.20965/jaciii.2008.p0142.

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Developing broadband and internet technologies offers possibilities for new ways of minimizing the server bottleneck in online gaming as well as an increase in response and reliability. We look at a peer-to-peer (P2P) approach to circumnavigate some of the reliance on the central server and propose a protocol designed to increase responsiveness and reliability – which is also useful in meeting the unique requirements of a P2P approach.
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Wang, Jun, Xiao Lin Lu, Si Yuan Guo, Lu Yu, and Wei Liu. "Network Resource Allocation for Scalable Video Streaming over P2P Networks Based on Game Theory." Applied Mechanics and Materials 687-691 (November 2014): 1974–78. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1974.

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In order to adapt to the heterogeneity of terminals and networks, Scalable Video Coding (SVC) encodes raw video stream with different scales of temporal, spatial and quality into layers. Considering the P2P network characteristic, it is a challenging task to design an appropriate P2P steaming network resource allocation mechanism combining with SVC. In this paper, SVC is applied in P2P streaming based on game theory; considering free-riding, bandwidth conflicts in P2P multi-overlay and one chunk with multiple providers, we design a bidirectional serial auction model that jointly optimize the bandwidth allocation, the data scheduling and the incentive mechanism, then optimized allocation for scalable video streaming over P2P networks is achieved. With extensive theoretical analysis, we show that these games converge to an optimal topology for each overlay.
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5

Agarwal, Sharad, and Jacob R. Lorch. "Matchmaking for online games and other latency-sensitive P2P systems." ACM SIGCOMM Computer Communication Review 39, no. 4 (August 16, 2009): 315–26. http://dx.doi.org/10.1145/1594977.1592605.

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Ma, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (October 2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.

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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.
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Kim, Jinhwan. "Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games." Journal of the Institute of Webcasting, Internet and Telecommunication 14, no. 4 (August 31, 2014): 91–99. http://dx.doi.org/10.7236/jiibc.2014.14.4.91.

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8

Simplicio, Marcos A., Mateus A. S. Santos, Rodrigo R. Leal, Marco A. L. Gomes, and Walter A. Goya. "SecureTCG: a lightweight cheating-detection protocol for P2P multiplayer online trading card games." Security and Communication Networks 7, no. 12 (January 17, 2014): 2412–31. http://dx.doi.org/10.1002/sec.952.

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Silva, Marcos, and Marcos Junior. "A Secure Protocol for Exchanging Cards in P2P Trading Card Games Based on Transferable e-cash." Journal of Information Security and Cryptography (Enigma) 3, no. 1 (September 3, 2016): 26. http://dx.doi.org/10.17648/enig.v3i1.57.

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Trading card games (TCG) distinguish from traditional card games mainly because the cards are not shared between players in a match. Instead, users play with the cards they own (e.g., purchased or traded with other players), which corresponds to a subset of all cards produced by the game provider. Even though most computer-based TCGs rely on a trusted third-party (TTP) for preventing cheating during trades, allowing them to securely do so without such entity remains a challenging task. Actually, potential solutions are related to e-cash protocols, but, unlike the latter, TCGs require users to play with the cards under their possession, not only to be able to pass those cards over. In this work, we present the security requirements of TCGs and how they relate to e-cash. We then propose a concrete, TTP-free protocol for anonymously trading cards, using as basis a secure transferable e-cash protocol.
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Tian, Lin-Lin, Ming-Chu Li, and Zhen Wang. "Cooperation enhanced by indirect reciprocity in spatial prisoner’s dilemma games for social P2P systems." Physica A: Statistical Mechanics and its Applications 462 (November 2016): 1252–60. http://dx.doi.org/10.1016/j.physa.2016.07.004.

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Miyoshi, Takumi, Yusuke Shimomura, and Olivier Fourmaux. "A P2P-based Communication Framework for Geo-Location Oriented Networks." Journal of Telecommunications and Information Technology 1 (March 29, 2019): 58–66. http://dx.doi.org/10.26636/jtit.2019.131119.

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This paper proposes a novel peer-to-peer communication framework to implement geographical location oriented networks, called G-LocON. Location-based services have been gaining in popularity, as proven by ridesharing and mobile games. Although these services have to construct geolocation oriented networks based on their users’ geographical locations, they completely rely on client/server models to communicate with neighboring terminals. G-LocON provides geolocation oriented device-to-device communication only with the current wireless technologies, such as LTE and Wi-Fi, cooperating with the global positioning system and peer-to-peer overlay networking. G-LocON will serve as a type of a mobile ad-hoc network in which devices located within the focusing area are capable of communicating directly. We developed a primitive Android application to implement the GLocON framework. Evaluation of the solution’s performance has verified the usefulness of the proposed system that offers an admissive transmission delay. Moreover, to confirm the application-related potential of the G-LocON framework, we also show a practical map software in which all neighboring mobile devices present in the focusing area are displayed.
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da Silva, M. V. M., and M. A. Simplicio. "A Secure Protocol for Exchanging Cards in P2P Trading Card Games Based on Transferable E-Cash." IEEE Latin America Transactions 15, no. 7 (2017): 1286–94. http://dx.doi.org/10.1109/tla.2017.7959348.

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Debbabi, Imen, Wafa Kammoun, and Ridha Bouallegue. "A Survey of multimedia videoconferencing system and a proposal for a novel hybrid cloud and P2P architecture." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 10, no. 5 (August 20, 2013): 1641–49. http://dx.doi.org/10.24297/ijct.v10i5.4148.

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Technological advances of the Internet and network technology have allowed the development and deployment of new services as multipoint multimedia applications: long-distance education, IPTV, distributed games and videoconferencing systems. In this paper, we focus on videoconferencing systems, which represents the most complex type of video communication. These systems have been used for several of years in business, and more recently in everyday life and they allow interactive communications and facilitate the joint work among users regardless of their geographical location. In this paper, we describe a variety of proposed videoconferencing solutions and classify them according to characteristics such as network architectures and video coding technologies and we propose a novel hybrid cloud and P2P architecture with introduction a function for QoS Adaptation.
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Cheng, Ruosi, and Yu Wang. "A Survey on Network Coordinate Systems." MATEC Web of Conferences 232 (2018): 01037. http://dx.doi.org/10.1051/matecconf/201823201037.

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Network coordinate systems play an important role in applications such as P2P file sharing, online network games, and IP positioning. Many network applications require a large amount of network delay data. However, plenty of network delay measurements will cause the network heavily loaded and unreachable problems between network nodes. The proposed network coordinate system provides an important means to solve these problems. Firstly the concept and application of the network coordinate system are introduced. Secondly, the existing representative network coordinate systems are elaborated in detail, such as system based on Euclidean distance and matrix decomposition, and then the advantages of each system are compared. Finally, the factors affecting the accuracy of network coordinate system prediction are analyzed, and the problems are pointed out which the network coordinate system is worth researching in the next step.
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Thawonmas, Ruck. "Special Issue on Intelligence Techniques in Computer Games and Simulations." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (March 20, 2008): 105. http://dx.doi.org/10.20965/jaciii.2008.p0105.

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This issue presents eight research papers focusing on different aspects of intelligence techniques and their applications in computer games and simulations. They are extended papers from those accepted and presented at the International Symposium on Intelligence Techniques in Computer Games and Simulations that was held in Shiga, Japan on March 1-2, 2007. The issue starts with a paper entitled gUsing Automatic Calibration with Microscopic Traffic Simulation,h which focuses on the use of a genetic algorithm for searching parameter spaces of a microscopic traffic simulation. The second paper, gOn-Line Fault Detection and Compensation of Hydraulic Driven Machines Using Modelling Techniques,h presents the use of modelling information for the fault detection of hydraulic driven machines as well as for the compensation of incipient faults. The third paper, gGeneration of Character Motion by Using Reactive Motion Capture System with Force Feedback,h focuses on animation making with reactive motion data generated from the interaction with force feedback and the virtual environment. The fourth paper, gModeling of Wood Aging Caused by Biological Deterioration,h looks into an application of an ant colony optimization algorithm to generation of wood aging patterns caused by biological deterioration. The next three papers are related to network games. The fifth paper, gIntelligent Synchronization for Mirrored Game Servers: A Real Case Study,h examines the effectiveness of an intelligent optimistic synchronization scheme for mirrored game server architectures in real multiplayer-online-game environment. The sixth paper, gI3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games,h presents a peer-to-peer (P2P) approach for minimizing the server bottleneck in online gaming and for increasing response and reliability. The seventh paper, gHaar Wavelets for Online-Game Player Classification with Dynamic Time Warping,h presents an application of Haar wavelet for reduction of online game players' action sequences used in player classification. Finally, the eighth paper, gDeveloping Natural Language Enabled Games in SCXML,h looks into the potential of SCXML for the game design and implementation. As the guest editor of this special issue, I would like to express my sincere gratitude to the authors in this issue for their hard job. Special thanks go to the anonymous referees for their assistance in the review process. Finally, I wish to thank JACIII staffs for their helps in coordinating the publication of the issue.
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Adam, George, Christos Bouras, Vaggelis Kapoulas, and Andreas Papazois. "Building Community and Collaboration Applications for MMOGs." International Journal of Computer Games Technology 2012 (2012): 1–13. http://dx.doi.org/10.1155/2012/969785.

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Supporting collaborative activities among the online players are one of the major challenges in the area of Massively Multiplayer Online Games (MMOG), since they increase the richness of gaming experience and create more engaged communities. To this direction, our study has focused on the provision of services supporting and enhancing the players' in-game community and collaboration activities. We have designed and implemented innovative tools exploiting a game adaptation technology, namely, the In-game Graphical Insertion Technology (IGIT), which permits the addition of web-based applications without any need from the game developers to modify the game at all, nor from the game players to change their game installation. The developed tools follow a design adapted to the MMOG players' needs and are based on the latest advances on Web 2.0 technology. Their provision is performed through the core element of our system, which is the so-called Community Network Game (CNG) Server. One of the important features provided by the implemented system's underlying framework is the utilization of enhanced Peer-to-Peer (P2P) technology for the distribution of user-generated live video streams. In this paper, we focus on the architecture of the CNG Server as well as on the design and implementation of the online community and collaboration tools.
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Tomczyk, Łukasz. "Evaluation of Digital Piracy by Youths." Future Internet 13, no. 1 (January 4, 2021): 11. http://dx.doi.org/10.3390/fi13010011.

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This paper sets out to explain how adolescents interpret piracy. Digital piracy is one of the most important risk behaviours mediated by new media to be found among adolescents. It is global, and changes dynamically due to the continued development of the information society. To explore the phenomena related to piracy among adolescent Internet users we need to apply qualitative research methods. The sample contained 1320 Polish respondents. The research used the technique of qualitative research. Data was collected using a form containing an open question. Adolescents will answer in the form how they interpret digital piracy. The categories characterize how piracy is perceived, and includes downloading various files—whether video or music files or even software (also games)—from unauthorized sources (P2P—Peer-to-peer ‘warez’ servers—websites which serve as repositories of illegal files). The qualitative data analysis allowed the identification of the following constructs in the perception of digital piracy by adolescents: ethical (giving value to the phenomenon), economical (showing profits and losses), legal (connected with punitive consequences and criminal liability), praxeological (facilitating daily life), technical (referring to the hardware necessary), social (the scale of the phenomenon and interpersonal relations), and personal benefits. The results fit into the discussion on the standard and hidden factors connected with piracy. The presented seven categories of the perception of piracy help us better understand the phenomenon of the infringement of intellectual property law and will help to develop appropriate preventive measures. Qualitative research makes it possible to understand the phenomenon of piracy from a deeper perspective, which can be translated into the design of effective educational measures. Preventive guidance on minimising risky behaviour is part of the development of one of the key competences, namely digital knowledge and skills. The research allowed us to enrich the theoretical knowledge on risky behaviours in cyberspace among adolescents (theoretical aim), to understand how to interpret risky behaviours in cyberspace (understanding of micro-worlds—cognitive aim), and to gather new knowledge that will be useful for prevention (practical aim).
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Michalik, Tomasz. "Pop-Memory. Education on the Holocaust and Computer Games – from Puzzles to Serious Games." Acta Humana 5 (March 3, 2015): 127. http://dx.doi.org/10.17951/ah.2014.5.127.

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Papišta, Žolt. "Conceptual metaphor in trading card games." Review of Cognitive Linguistics 20, no. 2 (December 8, 2022): 504–29. http://dx.doi.org/10.1075/rcl.00120.pap.

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Abstract The current study aims to demonstrate that trading card games (TCGs), also called collectible card games (CCGs), represent a potentially fruitful area of research in metaphor studies. A popular trading card game called Yu-Gi-Oh! is examined, and the argument is made that players utilize the cognitive mechanisms of conceptual metaphor to conceptualize its core game mechanics. Based on the results of a survey (n = 186) it was concluded that players conceptualize such game mechanics in line with the logics inherent in the Location Event Structure Metaphor, in conjunction with the metaphors birth is arrival, life is being present here, and death is departure. This implies that it is precisely the embodied cognitive mechanisms of conceptual metaphor which allow for a shared, intersubjective understanding between players to exist regarding the meanings of various gameplay scenarios in Yu-Gi-Oh!, and possibly in many other trading card games as well.
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Afiah, Yayah. "MENINGKATKAN HASIL BELAJAR DENGAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENTS." Perspektif Ilmu Pendidikan 26, no. XVII (October 31, 2012): 103–7. http://dx.doi.org/10.21009/pip.262.2.

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The Grade X-7 students’ understanding of writing argumentative paragraph is still low as the students do not listen to the teacher’s explaination attentively, do not care the use of correct spelling, diction, effective sentence, paragraph coherence, and integerated passage. To overcome these problems, the researcher performed classroom action research aiming at imroving the students’ competence in writing argumentative paragraph. The research was conducted in Grade X-7 of State High School, No. 7, in Jakarta as from January through February 2012 employing Teams Games Tournaments (TGT) Model. After the second cycle of the research, the students’ learning achievement indicated the average of 72 with the learning mastery of 75 % showing the significant improvement. It was concluded that TGT Model can be used to improve the students’ learning achievement in argumentative paragraph writing. Besides, the research recommended a set of steps how to use the model.
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Van Sant, Ann F. "Backpacks, Computer Games, and Triple Burgers With Cheese Revisited." Pediatric Physical Therapy 25, no. 1 (2013): 1. http://dx.doi.org/10.1097/pep.0b013e31827c5cc6.

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Sujaka, Tomi Tri, Kurniadin Abd Latif, Sirojul Hadi, Hasbullah Hasbullah, and Rifqy Hammad. "A* Pathfinding Applications in Two-Dimensional AI Video Games." INAJEEE Indonesian Journal of Electrical and Eletronics Engineering 5, no. 1 (April 1, 2022): 25–29. http://dx.doi.org/10.26740/inajeee.v5n1.p25-29.

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A widely varieties of game genre already exist in the world, one of them is a platform game-type, this type of game in which players are required to jump between the Platform, through various Obstacle, so that players can survive and continue the game to the next level. This type of games have a wide variety of game mechanics such as jumping higher with the help of an object such as trampoline, beat or slay the enemy AI (Artifical Intelligent enemy) using a weapon or Environment that exist in the game, The Development of the game with fast phase in-gamemovement speed hence the player reflect will be tested, this game is 2D based, which will be made using Unity and the assets that available at Unity Store and some are creator made.
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Deutsch, Judith E., and Sarah Westcott McCoy. "Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults." Pediatric Physical Therapy 29 (July 2017): S23—S36. http://dx.doi.org/10.1097/pep.0000000000000387.

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Savickey, Beth. "Wittgenstein's Slapstick." Performance Philosophy 2, no. 1 (July 29, 2016): 72. http://dx.doi.org/10.21476/pp.2016.2134.

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In “Performance Philosophy — Staging a New Field,” Laura Cull approaches performance as a source of philosophical insight and philosophy as a species of performance (Cull 2014, 15). This calls for a radical transformation of philosophy and its practices. What form might this take? Wittgenstein’s later philosophy provides one example. The language games presented in the opening remarks of the Philosophical Investigations (PI, [1953] 2001) are meant to be played out. They involve improvisation based on general scenes, stock characters, and linguistic play. When enacted, they are slapstick. As such, they offer a method of philosophical investigation in which clarity and insight are inherent in the performance itself. Wittgenstein’s language games were directly influenced by the subversive practices of Austrian commedia dell’arte and slapstick (through the works of Johann Nestroy and Karl Kraus). By their very nature, they challenge the pretensions of philosophical explanation and theory. Unlike attempts to compare Wittgenstein’s philosophy to theatre, enacting language games is a form of philosophical performance. Andrew Lugg notes that recent attempts to compare Wittgenstein’s philosophy to theatre problematize the opening remarks of the Investigations. However, enacting language games as a form of philosophical performance makes what is hidden, in all of its simplicity and familiarity, obvious, striking, and engaging.
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Dmitrenko, Natalia Ye, Oksana V. Voloshyna, and Olha Yu Pinaieva. "Simulation Game in Quasi-Professional Training of Pre-Service Teachers." Scientific Bulletin of Mukachevo State University. Series «Pedagogy and Psychology» 8, no. 2 (June 30, 2022): 33–39. http://dx.doi.org/10.52534/msu-pp.8(2).2022.33-39.

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The relevance of the study lies in the need to highlight the problem of using simulation games in the quasi-professional training of pre-service teachers, bringing the educational process closer to the teachers’ real working conditions. The purpose of this paper is to cover the method of using simulation games and its various techniques in the quasi-professional training of pre-service teachers while studying psychological and pedagogical disciplines and to investigate the attitude and level of motivation of pre-service teachers towards the use of simulation games in training for professional activities. Theoretical methods (analysis, synthesis, comparison) were used to examine the problem in the psychological and pedagogical literature, clarify the nature and features of the process of training pre-service teachers for professional activities using simulation games, as well as empirical methods (questionnaires, observations, expert assessments, self-assessment) which were used to investigate the attitude and level of motivation of pre-service teachers towards the use of simulation games in training for professional activities. This paper article presents the structure of the simulation game and methods of working with the simulation game. The authors describe the advantages and disadvantages of using the simulation game in training of preservice teachers in higher education. The results of students’ survey on the specific features of organising simulation games and increasing their efficiency are presented: students’ attitude towards the use of simulation games in the educational process and the degree of activity of pre-service teachers in organising simulation games. The study confirmed that the use of simulation games in the quasi-professional training of pre-service teachers contributes to the effective formation of professional competence of pre-service teachers and forms a positive attitude towards the teaching profession, enhances learning interests and students’ interest in future professional activities. The paper shows that most students are interested in simulation games and believe that participation in simulation games has a positive effect not only on learning, mood, and relationships of students, but also plays a considerable role in their professional development. The practical significance of the study is to give examples and recommendations for the use of simulation games while studying psychological and pedagogical disciplines, as well as to outline the subject and social contexts of educational activities of future teachers
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Korotkina, I. B. "EXPANDING ACADEMIC VOCABULARY THROUGH LOGICAL GAMES." Voprosy sovremennoj nauki i praktiki. Universitet imeni V.I. Vernadskogo, no. 4(66) (2017): 173–80. http://dx.doi.org/10.17277/voprosy.2017.04.pp.173-180.

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Tarasov, Alexey N., and Dmitry A. Belyaev. "Socio-political risks of mass representation of the war and terrorism phenomena in video games." Общество: политика, экономика, право, no. 9 (2021): 22–25. http://dx.doi.org/10.24158/pep.2021.9.3.

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Kosciejew, Marc. "From North Korea With Love: Reviewing Pyongyang’s Arirang Mass Games." Performance Philosophy 4, no. 1 (August 30, 2018): 234–50. http://dx.doi.org/10.21476/pp.2018.41207.

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This review of North Korea’s Airirang Mass Games presents a primary account and analysis of a performance unlike anything and unseen anywhere else in the contemporary world. This review contributes to the beginning of a conversation about this performance that has been nearly inaccessible and unavailable to most people, including most other academic researchers or commentators, outside of North Korea. It is arranged into a first-hand descriptive account and then an analysis of the Arirang Mass Games.This review analyses the Arirang Mass Games through a discussion of the materialization, enactment, and embodiment of the regime’s ethnocentric Communist ideology and culture. This analysis draws upon the work of performance philosophers and the work of other scholars and journalists, who have either analyzed and/or also attended the games, to start connecting the ways in which this performance can be regarded as the material embodiment of North Korean culture, national identity, and ideology, or at least the regime’s construction and fantasy of these aspects of the country.This review does not aim to provide justifications for or intend to give support to the North Korean government. Its purpose instead is twofold: first, to help shed light on a spectacular performance that few people outside of North Korea have experienced in such a little known or little understood country; and second, to present a perspective on repetition established in such an isolated and mysterious place, at least compared to the relative openness of most other countries, that few other individuals have personally experienced.
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Suryani, Susi, and Evie Kareviati. "THE STUDENTS’ DIFFICULTIES IN LEARNING READING COMPREHENSION USING COOPERATIVE LEARNING THROUGH JEOPARDY GAME." PROJECT (Professional Journal of English Education) 4, no. 1 (January 4, 2021): 23. http://dx.doi.org/10.22460/project.v4i1.p23-28.

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English is an international language learned in Indonesia. One of the difficulties of student learning is when learning to read. They tend to read without knowing the meaning of the text they are reading. On this occasion the researcher tried to teach comprehension reading using cooperative learning through jeopardy games to increase students’ interest and ability in learning reading comprehension. In addition, researchers also want to find out what difficulties students face when learning to use jeopardy game through this jeopardy game. This research was conducted on students of class VIII E Semester 1 SMPN 1 Cililin which consists of 36 students. This research was conducted using the Classroom Action Research (CAR). From the results of the pretest and posttest, there were 20 pretest results from 36 students or 56% who succeeded in reaching the minimal completeness criteria. Whereas in the posttest there was an increase to 28 out of 36 students or 78,85% who successfully reached the minimal completeness criteria. Then it can be concluded the use of games in learning increases the ability of students in reading comprehension. However, there are some students who still find it difficult to learn to use this method because their vocabulary mastery is still lacking. Keywords: Reading Comprehension, Cooperative Learning, Jeopardy Game
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Sahanah, Sahanah, and Ema Aprianti. "UPAYA GURU DALAM MENINGKATKAN KEMAMPUAN GERAK LOKOMOTOR MELALUI PERMAINAN TRADISIONAL BOI-BOIAN PADA KELOMPOK B DI TK ISLAM RUMAH ILMU CIMAHI." CERIA (Cerdas Energik Responsif Inovatif Adaptif) 1, no. 3 (July 21, 2018): 24. http://dx.doi.org/10.22460/ceria.v1i3.p24-29.

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The study was conducted based on the findings of the problem that tekait with rough motor skills in group B in Islamic Kindergarten of Rumah Ilmu Cimahi. Problems that exist in the Islamic Kindergarten House Science is almost no land to play, where the physical movement of children requires a wide range of movement. Also habituation of children who prefer to watch television and play dadget. Traditional boi-boian games can support rough motor stimulation in children. The boi-boian game activities conducted in this research succeeded in assisting one of these obstacles. In the process performed can be seen that children who had a poor motor skills are less good, began to do some rough motor activities better. Based on the background of the above research shows the need for efforts in improving the abilities of rough motor physical children. The formulation of the problem in this research is "Is Through Boi-Boian Games in Children Can Improve the Ability of Motoric Motorcycle of Children in Group B in Islamic Kindergarten of House of Science?" This research aims to increase the rough motor skills of children through traditional boi-boian game. The method used in this research is qualitative method with analytical descriptive. Research data collected by using instrument in the form of interview and observation guideline. The results obtained are very satisfactory
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Marciano, Roci. "HIPNOTEATER SEBAGAI SALAH SATU SOLUSI VAKSIN MENINGKATKAN IMUN PADA TUBUH." GETER : Jurnal Seni Drama, Tari dan Musik 3, no. 2 (October 1, 2020): 25–41. http://dx.doi.org/10.26740/geter.v3n2.p25-41.

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Setiap ranah keilmuan rasanya penting untuk memberikan kontribusi atas peristiwa yang terjadi, terutama ketika pandemi melanda Negeri. Peneliitan ini menjadi penting karena mencoba memberikan sumbangsih untuk mengantisipasi dalam memberikan ketenangan kepada masyarakat luas, khususnya teater. Kedatangan vaksin covid-19 telah menjadi angin segar bagi sebagian masyarakat Indonesia, namun masih memberikan kontroversi karena adanya sebagian masyarakat yang setuju akan vaksin, dan ada pula yang menolak. Drama baru tentang vaksin ini tentu saja memberikan dampak psikologis terhadap sebagian masyarakat yang lain yakni; masyarakat yang masih diliputi rasa ragu, karena dua narasi antara vaksin covid-19, sama kuatnya yaitu, oknum menerima dan menolak. Oleh sebab itu, penelitian hipnoteater ini muncul, berharap bisa membantu segenap masyarakat dalam menyembuhkan dirinya dari virus yang tidak kasat mata. Tentu saja muncul pertanyaan, bagaimana bisa teater menjadi vaksin bagi manusia? Itulah mengapa penelitian ini menjawab, karena dalam teater, seorang tokoh bernama Augusto Boal dengan metode games teaternya, dinilai telah berhasil memberikan dampak kesehatan mental pada manusia, tentu saja metode games tersebut menjadi vaksin alternatif untuk menyehatkan krisis mental yang diakibatkan virus corona. Seiring perkembangan dalam pembacaan gejala yang terjadi di Masyarakat, sebagai homoteatericus, saya merasa perlu menyumbangkan pula hasil uji coba yang pernah dilakukan, yakni hipnoteater, yaitu hipnotis ala teater yang selama ini dieksplorasi untuk menyembuhkan berbagai penyakit mental. Melalui metode kualitatif, oleh sebab itu pada kesempatan ini hipnoteater mencoba turut andil untuk menjadi salah satu solusi di masa pandemi virus corona yang masih merajalela di muka bumi ini. Hasil penelitian ini berupa teknik berlatih mensugesti diri.
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Mar, Arthur, Steven J. Rettig, Alan Storr, and James Trotter. "Coordination compounds containing a novel tridentate pyrazolylgallate ligand. X-ray structures of Me2Ga(μ-OH)(μ-Me2pz)GaMe2•HOCH2Me2pz and [Me2Ga(pz)(OCH2pz)]2Ni (pz = N2C3H3)." Canadian Journal of Chemistry 66, no. 1 (January 1, 1988): 101–8. http://dx.doi.org/10.1139/v88-015.

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The syntheses of the novel anionic tridentate dimethyl(pyrazol-1-yl)(1-oxymethylpyrazolyl)gallate ligand and representative transition metal complexes thereof are reported. The direct reaction of Me3Ga with 1-hydroxymethyl-3,5-dimethylpyrazole leads to the isolation of Me2Ga(μ-OH)(μ-Me2pz)GaMe2•HOCH2Me2pz. Crystals of (μ-hydroxy)(μ-3,5-dimethylpyrazolyl)bis(dimethylgallium) 1-hydroxymethyl-3,5-dimethylpyrazole solvate are monoclinic, a = 33.105(2), b = 7.3048(7), c = 8.8336(6) Å, β = 97.474(7)°, Z = 4, space group P21/n, and those of bis[dimethyl(pyrazol-1-yl)(1-oxymethylpyrazolyl)gallato-N2,N2′,O]nickel(II) are monoclinic, a = 9.6345(3), b = 14.2731(6), c = 18.6356(7) Å, β = 99,660(3)°, Z = 4, space group P21/c. Both structures were solved by conventional heavy atom methods and were refined by full-matrix least-squares procedures to R = 0.044 and 0.037 for 2660 and 3904 reflections with I ≥ 3σ(I), respectively. Mean bond lengths in Me2Ga(μ-OH)(μ-Me2pz)GaMe2•HOCH2Me2pz are Ga—O = 1.918(11), Ga—N = 2.001(5), and Ga—C = 1.955(5) Å. Fac-[Me2Ga(pz)(OCH2pz)]2Ni crystallizes as an all-cis isomer with normal bond lengths and angles at Ga and Ni—O = 1.918(3) and 1.927(3), Ni—N = 2.030(4)–2.111(4) Å. The coordination geometry about Ni is irregular pseudo-octahedral with evidence of both steric and structural trans effects.
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Juniasih, Indah. "MENGEMBANGKAN KREATIVITAS ANAK MELALUI KEGIATAN TARI KREATIF YANG MENGGUNAKAN METODE BERMAIN DAN BERCERITA." Perspektif Ilmu Pendidikan 26, no. XVII (October 31, 2012): 167–73. http://dx.doi.org/10.21009/pip.262.10.

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Children’s creativity should be developed as early as possible and the parents and teachers can use a number of methods to do. One of the methods is doing activities employing joyful learning method suitable for the children’s needs. This article discusses how creative dance can be practised to develop children’s creativity. Many parents and teachers think learning to dance for the pre-school aged children is just to practise their interest or hobby in arts exercising their motor skill. The article concludes that through interesting learning process and appropriate method, learning to dance can accommodate the needs of the pre-school aged children and is effective in developing their creativity. It is strongly recommended, the creative dance applying games and story telling methods is to be used as one of the effective activities for to develop the creativity of the pre-school aged children, as the mehtods do not only transfer movement and emphasize the learning achievement, but also transfer knowledge and emphasize creative process of learning
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Aslakhanov, Said-ali. "Traditional games and exercises as means of optimization of morphofunctional condition of pupils." Uchenye zapiski universiteta imeni P.F. Lesgafta, no. 92 (October 2012): 24–30. http://dx.doi.org/10.5930/issn.1994-4683.2012.10.92.p24-30.

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Wisnawa, Agus, I. Gede Arta Wibawa, Ida Bagus Gede Dwidasmara, Made Agung Raharja, I. Komang Ari Mogi, and Luh Arida Ayu Rahning Putri. "Application Of Learning Vector Quantization Algorithm In Educational Games Learning To Write Aksara Bali." JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) 11, no. 1 (July 20, 2022): 205. http://dx.doi.org/10.24843/jlk.2022.v11.i01.p22.

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Almost every region in the nusantara has its own regional script, one of which is in Bali the people know the Balinese script as a script commonly used by their ancestors in writing. In order to keep this Balinese script sustainable and not extinct, learning about this script is applied in schools in Balinese language subjects. In addition to applying learning about script in schools, it would be better if learning about Balinese script could be done in more interesting ways and concepts. One of them is by making an educational game for the introduction of Balinese characters. Which in this application the user will provide input in the form of Balinese script characters written on the application, which then the input will go through a preprocessing process then proceed with diagonal feature extraction, then the results of the feature extraction will go through a classification process using the Learning Vector Quantization method. . The result is a web-based application that can recognize Balinese script writing using the Learning Vector Quantization classification method with an accuracy rate of 58.6% and get a good response from each respondent who has tested the application.
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Mahiroh, Anis, and Atik Wintarti. "Pengembangan Aplikasi Game Berbasis Android Sebagai Media Pembelajaran Pada Materi Aritmatika Sosial." MATHEdunesa 9, no. 1 (January 31, 2020): 24–29. http://dx.doi.org/10.26740/mathedunesa.v9n1.p24-29.

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The development of technology that get more advance, such as Android-based smartphones, often makes students prefer to play games than to study. One way to overcome is by utilizing Android-based smartphone as a learning media. This research develop an Android-based learning media on Financial Mathematic that the result reviewed in terms of validity, practically, and effectiveness. The instruments in this research were media validity sheet, material validity sheet, student questionnaire, observation sheet, and the students’ scoresheet. The trial for the learning media were conducted limited to 15 eight graders of SMP Negeri 1 Wonoayu.Based on the research, the average value of total validity was 3,59 (media expert) and 3,58 (material expert) of 4, so that it could be categorized as a valid Android-based learning media. It was practical because the percentage value of student questionnaire was 83,25% and the average value of the observation sheet was 90,67%. Based on the student’s scoresheet, 86,67% student’s score ≥76 (Standar Minimum Score) so that conclud the Android-based learning media was effective.Keywords: development, Android game, learning media, Financial Mathematic
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Wiener, Terekhina, and Pirozhkova. "Analysis of competitive activity of gymnasts in group exercises on the eve of the XXX Olympic Games." Uchenye zapiski universiteta imeni P.F. Lesgafta, no. 86 (April 2012): 26–31. http://dx.doi.org/10.5930/issn.1994-4683.2012.04.86.p26-31.

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Nurdiana, Novita. "Pelatihan Bahasa Inggris Komunikatif Berbasis Game Anak-Anak di Panti Asuhan Al Falah Yasmuba." Jurnal Sumbangsih 1, no. 1 (December 24, 2020): 130–34. http://dx.doi.org/10.23960/jsh.v1i1.20.

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Kegiatan pengabdian kepada masyarakat (PKM) ini bertujuan membantu panti asuhan Al Falah Yasmuba, dengan memberi pelatihan bahasa Inggris komunikatif berbasis game anak-anak di yayasan tersebut mampu berkomunikasi dengan menggunakan bahasa Inggris secara lisan dengan lebih baik. Pencapaian tujuan tersebut dilakukan melalui pelatihan dengan metode meliputi: (1) Memberikan pelatihan dan workshop dengan menyajikan materi melalui tatap muka langsung mengenai pentingnya bahasa Inggris sebagai bahasa Internasional, (2) memberikan pelatihan bahasa Inggris komunikatif berbasis game kepada anak-anak Panti Asuhan Al Falah Yasmuba. Hasil penelitian menunjukkan bahwa pelatihan yang diberikan mampu meningkatkan pemahaman peserta terhadap kemampuan Bahasa Inggris. Setelah mengikuti pelatihan terlihat bahwa motivasi siswa meningkat dan ketertarikan terhadap pembelajaran Bahasa Inggris meningkat. Berdasarkan suasana pelatihan yang diamati pemateri pada saat pelatihan berlangsung, materi dan praktik games terbukti bisa membuat peserta pelatihan belajar bahasa inggris secara aktif, komunikatif, serta menyenangkan. Adapun saran yang dapat diajukan dari hasil program P2M, bagi para pengajar bahasa inggris metode berbasis game ini dapat digunakan dikelas pada situasi apapun baik formal maupun non-formal dan terbukti menyenangkan bagi murid dalam belajar bahasa inggris.
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Rettig, Steven J., Alan Storr, and James Trotter. "Synthesis and structural characterization of glycinatodimethylgallium, (C2H4NO2)Ga(CH3)2." Canadian Journal of Chemistry 65, no. 6 (June 1, 1987): 1349–52. http://dx.doi.org/10.1139/v87-226.

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Details of the preparation and crystal structure of the title compound are given. Crystals of glycinatodimethylgallium are monoclinic, a = 12.502(1), b = 12.023(1), c = 10.732(1) Å, β = 110.05(1)°, Z = 8, space group P21/c. The structure was solved by conventional heavy atom methods and was refined by full-matrix least-squares procedures to R = 0.033 and Rw = 0.039 for 1172 reflections with I ≥ 3σ(I). The structure consists of monomeric (C2H4NO2)GaMe2 molecules which are linked together by an extensive network of [Formula: see text] hydrogen bonds. The Ga atoms have tetrahedral coordination geometry with bond lengths averaged over the two crystallographically independent molecules: Ga—O = 1.958(18), Ga—N = 2.031(5), and Ga—C = 1.937(7) Å.
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Dubrovskyi, Valerii. "Technology of Organization and Playing Instructional Games, Evidence From Elementary School Lessons." Research Notes, no. 1 (March 27, 2018): 90–94. http://dx.doi.org/10.31654/2663-4902-2018-pp-2-90-94.

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Cahyadi, Rama. "KEEFEKTIFAN BIMBINGAN KELOMPOK COGNITIVE BEHAVIOR DALAM MEREDUKSI POLA PIKIR NEGATIF SISWA SMK." Perspektif Ilmu Pendidikan 32, no. 2 (October 10, 2018): 143–52. http://dx.doi.org/10.21009/pip.322.7.

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This study aims to examine the effectiveness of cognitive behavior group guidance in reducing the negative mindset of vocational students. The study was carried out starting from February to July 2018, which took place at the SMK Kepuhdoko Tembelang Jombang. This study used an experimental design with the design of the Pretest and Posttest Design Group. Data were analyzed by Paired Sample Test t-test, obtained the result of tcount was 6,500 and probability number (Sig. (2-tailed) was 0.001 with df = 5. Then the results were compared with the ttable at a significant level of 5% test 2 parties with df = 5, so that the ttable is 2.571 or 6,500> 2,571. The probability value obtained is 0.001> 0.005, so it can be concluded that cognitive behavior group guidance is effective in reducing the negative mindset of vocational high-school students based on the results of the research recommended for teacher`s guidance and counseling. Applying cognitive-behavioral group guidance as one of the alternative help in reducing the negative mindset of high-school students. Furthermore, researchers can use the results of this study to be used as a reference related to cognitive behavior group guidance, and further researchers can use research designs other than one group pretest and posttest design, for example time series design and n single-subject design. References Arikunto, S. (2010). Penelitian suatu pendekatan praktik edisi revisi. Jakarta: PT. Rineka Cipta. Depdiknas. (2012). Dokumen kurikulum 2013. Jakarta: Kemendikbud. Dewi, S., Tobing, D. H., & Hizkia, D. (2014). Kebermaknaan hidup pada anak pidana di Bali. Jurnal Psikologi Udayana, 1(2), 322-334. Elfiky, I. (2013). Terapi berpikir positif. Jakarta: Penerbit Zaman. Habsy, B. A. (2017a). Model konseling kelompok cognitive behavior untuk meningkatkan self esteem siswa SMK. Perspektif Ilmu Pendidikan, 31(1), 21-35. doi: https://doi.org/10.21009/PIP.311.4 Habsy, B. A. (2017b). Filosofi ilmu bimbingan dan konseling Indonesia. Jurnal Pendidikan (Teori dan Praktik), 2(1), 1-11. doi: http://dx.doi.org/10.26740/jp.v2n1.p1-11 Habsy, B. A. (2018a). Konseling rasional emotif perilaku: sebuah tinjauan filosofis. Indonesian Journal of Educational Counseling, 2(1), 13-30. doi: https://doi.org/10.30653/001.201821.25 Habsy, B. A. (2018b). Model bimbingan kelompok PPPM untuk mengembangkan pikiran rasional korban bullying siswa SMK etnis Jawa. Jurnal Pendidikan (Teori dan Praktik), 2(2), 91-99. doi: http://dx.doi.org/10.26740/jp.v2n2.p91-99 Hurlock, E. B. (1966). Adolescent development (3rd ed.). New York, NY, US: McGraw-Hill. Mardhika, R. (2016). Hubungan pola pikir negatif dan kecemasan terhadap cara berbicara di depan umum mahasiswa program studi pendidikan kepelatihan olahraga. Jurnal Buana Pendidikan, 12(22), 88-98. http://jurnal.unipasby.ac.id/index.php/jurnal_buana_pendidikan/article/view/620 Matson, J. L., & Ollendick, T. H. (1988). Enhancing children's social skills. Oxpord: Pergamon Press. Muqodas, I. (2011). Cognitive-behaviour theraphy: Solusi pendekatan praktek konseling di Indonesia. Diakses dari http://idatmuqodas.blogspot.com/2012/02/cognitive-behaviortherapy-solusi.html Rini, J. F. (2002). Memupuk rasa percaya diri. Jakarta: Team e-Psikologi. Rusydi, A. (2012). Husn Al-Zhann: Konsep berpikir positif dalam perspektif psikologi islam dan manfaatnya bagi kesehatan mental. Jurnal Proyeksi, 7(1), 1-31. doi: http://dx.doi.org/10.30659/p.7.1.1-31 Santrock, J. W. (2003). Perkembangan remaja. Jakarta: Erlangga. Sary, Y. N. E. (2017). Perkembangan kognitif dan emosi psikologi masa remaja awal. J-PENGMAS (Jurnal Pengabdian kepada Masyarakat), 1(1), 6-12. http://ojshafshawaty.ac.id/index.php/jpengmas/article/view/1 Siregar, E. Y. (2013). Penerapan cognitive behavior therapy (cbt) terhadap pengurangan durasi bermain games pada individu yang mengalami games addiction. Jurnal Psikologi, 9(1), 17-24. doi: http://dx.doi.org/10.24014/jp.v9i1.136 Sugiyono. (2013). Metode penelitian pendidikan pendekatan kuantitatif, kualitatif, dan R&D. Bandung: Alfabeta. Wati, S. (2017). Efektivitas pendekatan konseling kognitif perilaku dalam mengatasi dampak negatif alat komunikasi (smartphone) pada peserta didik kelas XI SMK PGRI 4 Bandar Lampung tahun 2015-2016. Tesis. Lampung: IAIN Raden Intan Lampung.
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Deviyanti, Rafista, Novita Nurdiana, Khairun Nisa, and Dian Shafwati. "PELATIHAN BAHASA INGGRIS KOMUNIKATIF BERBASIS GAME ANAK-ANAK DI PANTI ASUHAN AL FALAH YASMUBA." Sakai Sambayan Jurnal Pengabdian kepada Masyarakat 5, no. 2 (July 30, 2021): 124. http://dx.doi.org/10.23960/jss.v5i2.263.

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Kegiatan pengabdian kepada masyarakat (PKM) ini bertujuan membantu panti asuhan Al Falah Yasmuba, dengan memberi pelatihan bahasa Inggris komunikatif berbasis game anak-anak di yayasan tersebut mampu berkomunikasi dengan menggunakan bahasa Inggris secara lisan dengan lebih baik. Pencapaian tujuan tersebut dilakukan melalui pelatihan dengan metode meliputi: (1) Memberikan pelatihan dan workshop dengan menyajikan materi melalui tatap muka langsung mengenai pentingnya bahasa Inggris sebagai bahasa Internasional, (2) memberikan pelatihan bahasa Inggris komunikatif berbasis game kepada anak-anak Panti Asuhan Al Falah Yasmuba. Hasil penelitian menunjukkan bahwa pelatihan yang diberikan mampu meningkatkan pemahaman peserta terhadap kemampuan Bahasa Inggris. Setelah mengikuti pelatihan terlihat bahwa motivasi siswa meningkat dan ketertarikan terhadap pembelajaran Bahasa Inggris meningkat. Berdasarkan suasana pelatihan yang diamati pemateri pada saat pelatihan berlangsung, materi dan praktik games terbukti bisa membuat peserta pelatihan belajar bahasa inggris secara aktif, komunikatif, serta menyenangkan. Adapun saran yang dapat diajukan dari hasil program P2M, bagi para pengajar bahasa inggris metode berbasis game ini dapat digunakan dikelas pada situasi apapun baik formal maupun non formal dan terbukti menyenangkan bagi murid dalam belajar bahasa inggris. Kata Kunci: Pelatihan Bahasa Inggris, komunikatif, game
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Dubrovska, Larysa, Valerii Dubrovskyi, Maryna Dolmatova, and Kateryna Yermak. "Place and role of didactic games in the system of teaching younger students." Research Notes, no. 1 (June 29, 2017): 95–98. http://dx.doi.org/10.31654/2663-4902-2017-pp-2-95-98.

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Paulino, Luís Antonio. "Esportes, Megaeventos Esportivos e Relações Internacionais/Sports, Sport Mega Events and International Relations." Brazilian Journal of International Relations 4, no. 1 (May 7, 2015): 21–37. http://dx.doi.org/10.36311/2237-7743.2015.v4n1.04.p21.

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O objetivo deste artigo é analisar a importância do esporte para as relações internacionais, tendo por base a experiência recente de países que organizaram megaeventos esportivos, tais como os Jogos Olímpicos e a Copa Mundial de Futebol da FIFA, nomeadamente a China, o Reino Unido e o Brasil. Partimos de duas premissas gerais. A primeira é que as competições esportivas são eventos cada vez mais internacionalizados; a segunda é de que esses megaeventos esportivos têm importância cada vez maior para as relações internacionais. Conquistar o direito de organizar esses megaeventos esportivos, além de demonstração de prestígio internacional, é uma oportunidade única para os países e cidades projetarem uma imagem positiva para o mundo e atraírem investimentos e negócios.Palavras-chave: Esporte, Relações Internacionais, Diplomacia Pública. Abstract: The objective of this paper is to analyze the importance of sport for international relations, based on the recent experience of countries that organized sports mega-events such as the Olympic Games and the Football World Cup FIFA, namely China, the United Kingdom and Brazil. We start with two general assumptions. The first is that sports competitions are increasingly internationalized; the second is that these sports mega events have become increasingly important for international relations. Win the right to organize these sports mega events, along with international prestige demonstration, is a unique opportunity for countries and cities projecting a positive image to the world and attract investment and business.Key-words: Sport, International Relations, Public Diplomacy. DOI: 10.20424/2237-7743/bjir.v4n1p21-37
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Mіshedchenko, V. "DEVELOPMENT OF PRIMARY PUPILS’ VOCAL AND CHORAL SKILLS WITH THE HELP OF SPECIAL GAMES AND EXERCISES." Research Notes PP, no. 2 (July 7, 2021): 69–75. http://dx.doi.org/10.31654/2663-4902-2021-pp-2-69-75.

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Zaplatуnska, A., and L. Shevchuk. "MOVING GAMES AS A MEANS OF ADAPTIVE PHYSICAL CULTURE FOR CHILDREN WITH ORTHOPEDIC IMPAIMENTS AND INTELLIGENCE." Research Notes, no. 3 (November 6, 2020): 57–63. http://dx.doi.org/10.31654/2663-4902-2020-pp-3-57-63.

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Walkowski, Maciej, and Weronika Kempińska. "Characteristics of the Chinese Gaming and Esports Market. Applications for Polish Game Manufacturers." Przegląd Politologiczny, no. 3 (September 15, 2020): 87–108. http://dx.doi.org/10.14746/pp.2020.25.3.7.

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Worldwide, information and communication technologies (ICT) are creating a new post-industrial revolution, the pace, scope and importance of which are unprecedented, without being reflected in the past. Its best manifestation is the Type 4.0 Industrial Revolution. having a huge impact today not only on the living and working conditions of billions of people, but also on the directions of specialization of production and the profits accompanying them. These changes can be described as a revolution based on information, an expression of increasing human knowledge and its application. One of the more interesting manifestations of it, relatively poorly known in Poland, is the increasingly profitable and increasingly important global gaming market and the accompanying e-sports market. The dynamic development of the computer games market in the People’s Republic of China and the development of the e-sport discipline actively supported by the state authorities of this country fit perfectly into the perceived development paradigm. This research problem requires closer analysis also from a Polish perspective, motivated not only by cognitive desire, but above all by the utilitarian dimension. For the increasingly competitive polish video game manufacturers with CD Projekt SA at the forefront, the Chinese market is a great opportunity to increase profits, an opportunity – so far – still too underuly used. On the way to increasing them, in addition to real challenges, chances and opportunities, there are several fundamental barriers and risks, undoubtedly worthy of the scientific diagnosis contained in the presented article.
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Pykhtina, N. P. "Correction of Negative Behavior in Senior Preschoolers and Junior School Children by Means of Social Pedagogical and Rehabilitation Games." Research Notes, no. 1 (November 26, 2018): 133–39. http://dx.doi.org/10.31654/2663-4902-2018-pp-3-133-139.

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Fastivets, Anna V. "Educational Conditions of Training Future Physical Therapy Specialists for the Use of Health-Preserving Technologies." Scientific Bulletin of Mukachevo State University Series “Pedagogy and Psychology” 6, no. 2 (December 28, 2020): 92–102. http://dx.doi.org/10.52534/msu-pp.6(2).2020.92-102.

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Under conditions of considerable degradation of health of the nation, the problems of professional training of future physical therapy specialists at higher educational institutions become more topical. Therefore, the problem of developing the special educational conditions of training of future physical therapy specialists for the use of healthpreserving technologies does not lose its relevance. The purpose of the study is to analyse the key educational conditions of training of future physical therapy specialists for the use of health-preserving technologies. To meet the specified purpose the author used a complex of research methods, in particular, theoretical methods: analysis and synthesis of scientific and methodical literature, methodological documents; generalisation of the results of scientific research; synthesis of scientific theories, approaches and conceptions. Considering the current state of training of future physical therapists for the use of health technologies, it is established that the development of appropriate pedagogical conditions is promising. Among the latter, the author identified the following: stimulating interest in the study of health technologies by conducting tours and organising communication with well-known instructors during the educational process; development of the cognitive basis for the use of health technologies during interactive lectures, work in microgroups, solving situational problems, building schemes, individual, and group health programmes; practical use of available theoretical knowledge in the process of classroom (role-playing games, mutual learning with further analysis of video materials) and quasiprofessional (introduction of health technologies in educational practice) activities; introduction of an appropriate system for assessing the quality of training of future physical therapists for the use of health technologies in the educational process
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Bukhalev, V. A., A. A. Skrynnikov, and V. A. Boldinov. "GAME CONTROL OF A FILTER WITH A RANDOM JUMP STRUCTURE." Vestnik komp'iuternykh i informatsionnykh tekhnologii, no. 214 (April 2022): 12–19. http://dx.doi.org/10.14489/vkit.2022.04.pp.012-019.

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Abstract:
The game problem of synthesis of information-control algorithms of filtering of two opposing sides is considered. The opponents’ control objects are described by multidimensional linear stochastic recurrent equations. Each side controls the covariance of the output signals of its object and the covariance of additive signals in the channels of the enemy object meters. Covariances of noise signals of an object characterize the power of disturbances, and covariances of noise signals of meters characterize the power of interference.The goal of each player’s management is to reduce the filtering error of their system and at the same time increase the filtering error of the opponent’s system. The criterion of optimal control of one player is the minimax, and the other is the maximin of the average value of the quality indicator for a finite period of time. Quality indicators consist of a linear combination of three particular indicators, the first of which is the probability of one of the two states of the Markov jump structure, and the other two are restrictions on the probabilities of transitions of the Markov chain. Observation systems consist of structure indicators and meters of one-time coordinates. Each information-control algorithm is a set of five interconnected blocks: a structure classifier, a structure indicator, a regulator, a dispersiometer and a filter. The obtained information-control algorithms are described by a closed system of recurrent equations. The algorithms are based on the methods of the theory of multistep antagonistic games, the theory of systems with a random jump structure, stochastic dynamic programming and Bayesian filtering. An example of the construction of game information-control algorithms of two unmanned aerial vehicles of the opposing sides, aimed at the objects of the opponents, is considered.
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