Journal articles on the topic 'Puzzles and games'
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Pusey, Megan, Kok Wai Wong, and Natasha Anne Rappa. "The Puzzle Challenge Analysis Tool. A Tool for Analysing the Cognitive Challenge Level of Puzzles in Video Games." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–27. http://dx.doi.org/10.1145/3474703.
Full textDong, Yihuan, and Tiffany Barnes. "Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (2021): 172–78. http://dx.doi.org/10.1609/aiide.v13i1.12952.
Full textHill, John M. D., Clark K. Ray, Jean R. S. Blair, and Curtis A. Carver. "Puzzles and games." ACM SIGCSE Bulletin 35, no. 1 (2003): 182–86. http://dx.doi.org/10.1145/792548.611964.
Full textKrekhov, Andrey, Katharina Emmerich, Ronja Rotthaler, and Jens Krueger. "Puzzles Unpuzzled." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–24. http://dx.doi.org/10.1145/3474696.
Full textJohnson, Mark R. "Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play." Games and Culture 14, no. 2 (2018): 119–38. http://dx.doi.org/10.1177/1555412018790423.
Full textShasha, Dennis. "Upstart Puzzles: Chair Games." Communications of the ACM 59, no. 7 (2016): 128. http://dx.doi.org/10.1145/2915924.
Full textChen, Eugene You Chen, Adam White, and Nathan R. Sturtevant. "Entropy as a Measure of Puzzle Difficulty." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 19, no. 1 (2023): 34–42. http://dx.doi.org/10.1609/aiide.v19i1.27499.
Full textChen, Lihan, Jingping Liu, Sihang Jiang, et al. "Crossword Puzzle Resolution via Monte Carlo Tree Search." Proceedings of the International Conference on Automated Planning and Scheduling 32 (June 13, 2022): 35–43. http://dx.doi.org/10.1609/icaps.v32i1.19783.
Full textChen, Rulin, Ziqi Wang, Peng Song, and Bernd Bickel. "Computational design of high-level interlocking puzzles." ACM Transactions on Graphics 41, no. 4 (2022): 1–15. http://dx.doi.org/10.1145/3528223.3530071.
Full textOsipov, Ilya V., and Evgeny Nikulchev. "Review puzzles and construction sets falling under the category of augmented reality games." ITM Web of Conferences 18 (2018): 02003. http://dx.doi.org/10.1051/itmconf/20181802003.
Full textAdam, Muhammad, and Iedam Fardian Anshori. "Perancangan Game Puzzle Platformer Ploop Menggunakan Model Game Development Life Cycle." Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) 6, no. 1 (2023): 34–48. http://dx.doi.org/10.32672/jnkti.v6i1.5560.
Full textSilver, Judith A. "Can Computers Be Used to Teach Proofs?" Mathematics Teacher 91, no. 8 (1998): 660–63. http://dx.doi.org/10.5951/mt.91.8.0660.
Full textRalls, S., and G. P. Jellis. "The Games and Puzzles Journal." Mathematical Gazette 72, no. 461 (1988): 261. http://dx.doi.org/10.2307/3618293.
Full textTedy, Tedy, Ruth Stevani, Rusdiana Tamara, and Yuliani Yuliani. "Teknik Pembacaan Media Puzzle Huruf di Sekolah Dasar Kalimantan Tengah." SOSMANIORA: Jurnal Ilmu Sosial dan Humaniora 2, no. 2 (2023): 187–96. http://dx.doi.org/10.55123/sosmaniora.v2i2.1891.
Full textMaarif, Vadlya, Hidayat M. Nur, and Fitrian Chandrayoga. "Game Edukasi Hafalan Surat Pendek Al-Qur’an The Adventure Of Ali." Indonesian Journal on Software Engineering (IJSE) 6, no. 1 (2020): 105–15. http://dx.doi.org/10.31294/ijse.v6i1.8059.
Full textChristianto, Heru, Lolita A. M. Parera, and Duarancy Alunat. "The Effect of Using the Teams Games Tournament (TGT) Model Assisted by TTS on the Students Interests and Learning Outcomes in Colloid Material." Jurnal Inovasi Pembelajaran Kimia 5, no. 1 (2023): 1. http://dx.doi.org/10.24114/jipk.v5i1.44730.
Full textOlii, Nancy, Puspita Sukmawaty Rasyid, Magdalena Martha Tompunuh, and Nurnaningsih Ali Abdul. "PEMBERDAYAAN KADER DALAM PENINGKATAN PERKEMBANGAN KOGNITIF PADA ANAK 24-35 BULAN MELALUI PERMAINAN PUZZLE GEOMETRI." JMM (Jurnal Masyarakat Mandiri) 7, no. 1 (2023): 621. http://dx.doi.org/10.31764/jmm.v7i1.12421.
Full textDickson, Patricia S., Marcel Danesi, R. De Roussy De Sales, Mary Ann Christison, and Sharron Bassano. "Puzzles and Games in Language Teaching." Modern Language Journal 74, no. 1 (1990): 86. http://dx.doi.org/10.2307/327946.
Full textSamjaji, Samjaji, Hadiyat Miko, and Agung Widyagdo. "Development of a promotional media model using puzzle media as an effort to increase knowledge of dental and oral health maintenance in Preschool Children." Journal Center of Excellent : Health Assistive Technology 2, no. 1 (2024): 70–74. http://dx.doi.org/10.36082/jchat.v2i1.1569.
Full textBukhori, Iksan, Jason Felix, and Saddam Ali. "Using Genetic Algorithm to Solve Puzzle Games: A Review." Journal of Computer Networks, Architecture and High Performance Computing 6, no. 1 (2024): 201–11. http://dx.doi.org/10.47709/cnahpc.v6i1.3348.
Full textKania, Markani. "APLIKASI GAME EDUKASI PUZZLE DENGAN KECERDASAN BUATAN BERBASIS ANDROID." JURNAL ILMIAH ILMU KOMPUTER 7, no. 2 (2021): 62–69. http://dx.doi.org/10.35329/jiik.v7i2.205.
Full textYulinda, Munawarah Fauziah Fazrianti, and Much Fuad Saifuddin. "Digital puzzle: Alternative media for cell learning in middle school." BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan 4, no. 2 (2022): 230. http://dx.doi.org/10.20527/bino.v4i2.12600.
Full textUmroh, Ida Latifatul, and Sampiril Taurus Tamaji. "PERMAINAN TEKA-TEKI SILANG DALAM PEMBELAJARAN MEMBACA DAN MENULIS BAHASA ARAB." Al-Fakkaar 3, no. 2 (2022): 36–57. http://dx.doi.org/10.52166/alf.v3i2.3273.
Full textMarín, Silvia, Pedro R. De Atauri, Estefania Moreno, et al. "An Escape-Room about Krebs cycle prepared for Chemical Students." International Journal on Engineering, Science and Technology 3, no. 2 (2022): 155–64. http://dx.doi.org/10.46328/ijonest.59.
Full textHeri, Mochamad, Agus Ari Pratama, Putu Agus Ariana, and Kadek Ayu Krisna Dewi. "The Effect of Puzzle Playing on Smooth Motor Development in Children Aged 5-6 Years at TK. Kumara Canthi (Kindergarten) Singaraja." Nursing and Health Sciences Journal (NHSJ) 2, no. 4 (2022): 332–35. http://dx.doi.org/10.53713/nhs.v2i4.130.
Full textRahmadani, Elfira, Lis Supiatman, Nur Aisiyah Fazariah, Putri Wulandari, Cahyani Aprilia, and M. Rifaldi Lubis. "Permainan Edukasi Puzzle Math Untuk Menstimulasi Motorik Siswa." Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal 7, no. 2 (2024): 191–96. http://dx.doi.org/10.33330/jurdimas.v7i2.2932.
Full textDivta Safira, Riska, Depi Lukitasari, and Lita Nurlita. "The Effect of Puzzle Educational Game Tools on Fine Motor Development in Pre-school Children at Al-Wahdah Kindergarten Bandung City." JURNAL KESEHATAN STIKes MUHAMMADIYAH CIAMIS 10, no. 1 (2023): 34–44. http://dx.doi.org/10.52221/jurkes.v10i1.190.
Full textAulia, Hasnatul, and Serli Marlina. "Efektivitas Permainan Teka-Teki Silang Terhadap Pengenalan Kosakata Bahasa Inggris Anak Usia 5-6 Tahun Di Taman Kanak-Kanak Uswatun Hasanah Kota Padang." Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini 3, no. 2 (2023): 159–68. http://dx.doi.org/10.53398/arraihanah.v3i2.280.
Full textBailey, C. M., C. T. Hsu, and S. E. DiCarlo. "Educational puzzles for understanding gastrointestinal physiology." Advances in Physiology Education 276, no. 6 (1999): S1. http://dx.doi.org/10.1152/advances.1999.276.6.s1.
Full textKalai, Gil. "Three Puzzles on Mathematics, Computation, and Games." Notices of the American Mathematical Society 65, no. 07 (2018): 782–84. http://dx.doi.org/10.1090/noti1696.
Full textParreño, Maria Alejandra, Sara Petchey, Mollie Chapman, et al. "How puzzles are shaping our understanding of biodiversity: A call for more research into biodiversity representation in educational games." GAIA - Ecological Perspectives for Science and Society 31, no. 3 (2022): 139–45. http://dx.doi.org/10.14512/gaia.31.3.3.
Full textAISYAH, AISYAH. "PENGARUH PERMAINAN PUZZLE TERHADAP KEMAMPUAN DAYA INGAT ANAK KELOMPOK B." Incrementapedia: Jurnal Pendidikan Anak Usia Dini 3, no. 01 (2021): 22–25. http://dx.doi.org/10.36456/incrementapedia.vol3.no01.a3848.
Full textLi, Jiaxu, Han Wu, and Bohan Zhang. "A brief analysis of the method of VR games to enhance immersion---- taking the game "Mind Concretization Company" as an example." Highlights in Science, Engineering and Technology 44 (April 13, 2023): 323–32. http://dx.doi.org/10.54097/hset.v44i.7366.
Full textDamayanti, Gita Retno, A. Aziz Alimul Hidayat, Gita Marini, and Nanik Setijowati. "Differences in the Behavior of Dental Caries Prevention: Puzzles and Story Telling as a Media for Health Education." MAGNA MEDICA Berkala Ilmiah Kedokteran dan Kesehatan 1, no. 3 (2021): 81. http://dx.doi.org/10.26714/magnamed.1.3.2016.81-94.
Full textNasrullah, Rahmat, Nur Rizky Alfiany, and Muhammad Ainul Hamdan. "Students Vocabulary Mastery toward Crossword Puzzle Games." Jurnal Ilmu Manajemen Sosial Humaniora (JIMSH) 3, no. 2 (2021): 129–34. http://dx.doi.org/10.51454/jimsh.v3i2.145.
Full textHerjanah, Septia, and Herman Lusa. "PENGARUH MODEL PEMBELAJARAN COOPERATIVELEARNING TIPE TEAMS GAMES TOURNAMENTS DIINTEGRASIKAN DENGAN MEDIA PUZZLE TERHADAP HASIL BELAJAR IPS SISWA SDN GUGUS II BENGKULU UTARA." JURIDIKDAS: Jurnal Riset Pendidikan Dasar 6, no. 3 (2023): 307–13. http://dx.doi.org/10.33369/juridikdas.v6i3.8991.
Full textUrek, Handan. "Sudoku puzzles for practicing SI prefixes: A case study with Turkish undergraduates." Cypriot Journal of Educational Sciences 15, no. 5 (2020): 1065–77. http://dx.doi.org/10.18844/cjes.v15i5.5152.
Full textWinurati, Sutri, Lailatul Musyarofah, and Eka Fadilah. "Upgrading Vocabulary by Crossword Puzzles Games to Improve Descriptive Text Writing Ability." International Journal of English and Applied Linguistics (IJEAL) 3, no. 2 (2023): 144–53. http://dx.doi.org/10.47709/ijeal.v3i2.2742.
Full textLidia, Nur Alim Amri, and M. Yusran Rahmat. "MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MELALUI PUZZLE TETRIS PADA ANAK KELOMPOK B DI TK PUSAT PAUD TUNAS INTI BATURAPPE KECAMATAN BIRINGBULU KABUPATEN GOWA." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 9, no. 3 (2023): 1316–23. http://dx.doi.org/10.36989/didaktik.v9i3.1587.
Full textDamayanti, Peby Dwi, Heri Yusuf Muslihin, and Taopik Rahman. "Efektivitas Alat Permainan Edukatif (APE) terhadap Perkembangan Kognitif Anak Usia Dini." AS-SABIQUN 4, no. 2 (2022): 443–55. http://dx.doi.org/10.36088/assabiqun.v4i2.1780.
Full textIuglio, Jeffrey E. Di, and Sacha De Frisching. "Let's Learn about Italy: Games, Puzzles and Activities." Modern Language Journal 74, no. 3 (1990): 414. http://dx.doi.org/10.2307/327666.
Full textVasantha, R. "Maharaja’s Games and Puzzles (Book Reviews)." Pracya 10, no. 1 (2018): 161–66. http://dx.doi.org/10.22271/pracya.2018.v10.i1.28.
Full textInstr. Angham T. Saleh J. "Using Wordscapes Game as a Tool to Develop EFL Learners’ Vocabulary Repertoire." journal of the college of basic education 25, no. 105 (2019): 129–47. http://dx.doi.org/10.35950/cbej.v25i105.4793.
Full textB, Pooja. "Intelligent System to Secure the Information based on Innovative Games." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem33862.
Full textZaiturrahmi, Zaiturrahmi, Naria Fitriani, and Rahmatun Ulia. "BELAJAR BAHASA INGGRIS DENGAN PERMAINAN CROSSWORD PUZZLE UNTUK ANAK–ANAK TERPENCIL PIDIE." Jurnal Pengabdian Masyarakat Nusantara (JPMN) 2, no. 1 (2022): 42–48. http://dx.doi.org/10.35870/jpmn.v2i1.570.
Full textRowlett, Peter. "Game information sheets: a student-produced resource to help you run a Maths Arcade." MSOR Connections 16, no. 1 (2017): 64. http://dx.doi.org/10.21100/msor.v16i1.601.
Full textBissell, Blake, Mo Morris, Emily Shaffer, Michael Tetzlaff, and Seth Berrier. "Vessel: A Cultural Heritage Game for Entertainment." Archiving Conference 2021, no. 1 (2021): 1–6. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.2.
Full textWang, Shuang, Weiwei Shen, Chengjun Shen, et al. "Research on Educational Reform of Professional Courses in College Education Based on Practical Puzzle Games." British Journal of Education 11, no. 13 (2023): 82–93. http://dx.doi.org/10.37745/bje.2013/vol11n138293.
Full textZahroh, Waqiatus, Nur Imamah, and Eva Rosita. "Terapi Bermain Puzzle untuk Meningkatkan Konsentrasi pada Anak Attention Deficite Hyperactive." Madaniyah 14, no. 1 (2024): 22–34. http://dx.doi.org/10.58410/madaniyah.v14i1.833.
Full textStojšić, Ivan. "POSSIBLE UTILIZATION OF GENERATIVE ARTIFICIAL INTELLIGENCE TOOLS FOR CREATING DIGITAL EDUCATIONAL ESCAPE ROOMS." SCIENCE International Journal 3, no. 1 (2024): 43–47. http://dx.doi.org/10.35120/sciencej0301043s.
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