Academic literature on the topic 'Role-playing game'

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Journal articles on the topic "Role-playing game"

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Bolton, Gary E. "Game theory’s role in role-playing." International Journal of Forecasting 18, no. 3 (2002): 353–58. http://dx.doi.org/10.1016/s0169-2070(02)00027-4.

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Romero Moreno, Aran. "Role-playing games and the roles of game: anthropological review of a role-playing game club in Barcelona." Perifèria. Revista d'investigació i formació en Antropologia 24, no. 1 (2019): 104. http://dx.doi.org/10.5565/rev/periferia.683.

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Hoffman, S. B., F. R. Brand, P. G. Beatty, and L. A. Hamill. "Geriatrix: A Role-Playing Game." Gerontologist 25, no. 6 (1985): 568–72. http://dx.doi.org/10.1093/geront/25.6.568.

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Hitchens, Michael, and Anders Drachen. "The Many Faces of Role-Playing Games." International Journal of Role-Playing, no. 1 (December 30, 2008): 3–21. http://dx.doi.org/10.33063/ijrp.vi1.185.

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Role-playing games have evolved into many forms in their thirty-year history. From the traditional pen-and-paper form, that originated with Dungeons & Dragons, with a group of friends playing around a table, to large live-action role-playing game, with hundreds of people acting out their assumed roles.
 The first computer role-playing games appeared over twenty-five years ago and massively multi-player role-playing games, such as World of Warcraft are now one of the most popular genres of digital games. Despite this diversity players at least seem to think they know when something is
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Guerra, Luis, and Deepak Saxena. "Effectiveness of in-game advertisements within role-playing games." International Journal of Electronic Marketing and Retailing 13, no. 3 (2022): 280. http://dx.doi.org/10.1504/ijemr.2022.123940.

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Guerra, Luis, and Deepak Saxena. "Effectiveness of in-game advertisements within role-playing games." International Journal of Electronic Marketing and Retailing 13, no. 3 (2022): 280. http://dx.doi.org/10.1504/ijemr.2022.10046225.

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Boavida, Miguel, João Paulo Santos, Pedro Assunção, Luis Soares, João Luz, and Ricardo Viegas. "The MulE game engine extending online role-playing games." ACM SIGCSE Bulletin 37, no. 3 (2005): 404. http://dx.doi.org/10.1145/1151954.1067608.

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Maffione, Nicolás P. "The first scientific role-playing game." Proceedings of the International Astronomical Union 15, S367 (2019): 434–35. http://dx.doi.org/10.1017/s1743921321000302.

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AbstractWe present here an edutainment strategy to communicate science and technology which is strongly based on personal motivation of the learner candidate: participants/players learn because they find it useful/interesting in order to achieve their own goals in some unique game. Our own goal is to capture young people’s attention in an immersive and collective storytelling experience within the framework of a role-playing game specifically designed for scientific literacy. The first experiences in public high schools of Argentina are reported here.
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Matias Marques Gomes, Pedro Henrique, Angelina Nunes de Vasconcelos, and Marcel De Lima Correia. "ROLE PLAYING GAME NA EDUCAÇÃO BRASILEIRA." Momento - Diálogos em Educação 32, no. 02 (2023): 307–34. http://dx.doi.org/10.14295/momento.v32i02.14135.

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O presente estudo representa uma revisão sistemática da literatura acerca do uso do Role-Playing-Game (RPG) na educação brasileira enquanto ferramenta de ensino e intervenção. Os artigos coletados foram classificados levando em consideração as características dos participantes dos estudos e ambiente de aprendizagem, variáveis independentes e dependentes e, por fim, resultados e fatores relacionados. A partir dos resultados obtidos, discutem-se as potencialidades do RPG enquanto forma de intervir em processos de ensino e do desenvolvimento de habilidades específicas. Além disso, são apresentada
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Kaban, Roberto, Fandy Syahputra, and Fajrillah Fajrillah. "Perancangan Game RPG (Role Playing Game) “Nusantara Darkness Rises”." Journal of Information System Research (JOSH) 2, no. 4 (2021): 235–46. http://dx.doi.org/10.47065/josh.v2i4.780.

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Games are generally used for entertainment, so by playing games the players will feel happy. Games can also be used as learning media with the concept of learning while playing. Each game has a set of logical functions and rules that guide the course of the game, as well as targets that must be achieved in each level. Each game has different logic and target functions. RPG(Role Playing Game) is one of the most popular game genres. In RPG games, it allows players to take on the roles of multiple imaginary characters and collaborate to complete in-game challenges. This study aims to create a gam
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Dissertations / Theses on the topic "Role-playing game"

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Freeman, Lucas Jerome. "Alchemically, an Educational Role-Playing Game." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89252.

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Alchemically is an educational role-playing game that functions as a classroom aid for boosting middle school and high school students' memorization of molecular formulas and molecule's attributes. The game implements several diverse teaching methodologies, including trial and error, practice and feedback, and the presentation of information from audio and visual cues. It also motivates students to continue learning through both intrinsic and extrinsic motivators. Student players craft molecules by choosing and placing atoms into a crafting table, then bonding them together. To help players
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Towle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.

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Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Jeppsson, Bertil. "AI-controlled life in Role-playing games." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5016.

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Will more realistic behaviour among non-playing characters (NPCs) in a role-playing game(RPG) improve the overall feeling of the game for the player? Would players notice the enhanced life of a NPC in a role-playing game, or is the time spent in cities and villages insufficient to notice any difference at all? There are plenty best-selling RPGs with simplistic, repetitive NPC behaviour on the market. Does that mean that smarter NPCs is not necessary and that an improvement of them wouldn't benefit the players' impression of it? Or would some of these well recognised games get even be
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GODINHO, ELIANE BETTOCCHI. "INCORPORAIS RPG: POETIC DESIGN FOR A ROLE-PLAYING GAME." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=12273@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>Partindo-se de uma definição, baseada na media ecology, de role-playing game (RPG) como meio de comunicação dotado de linguagem narrativa, tecnologia impressa e modo de recepção interativo, propõe-se que é possível pensar este jogo como hipermídia narrativa em que seus componentes atuem como links de abertura para outras informações, promovendo uma refiguração criativa da realidade. Propõe-se um método de concepção poética e análise crítica para um objeto de design gráfico, um livro de RPG, em que o conceito de abertura da
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Doran, Jonathon. "Procedural Generation of Content for Online Role Playing Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700051/.

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Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation,
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Öhman, Sebastian. "Game mechanics, Role play, and Narrative - Critically learning values through games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.

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In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game
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Downey, Genesis M. "Constructing Elysium and Playing Ugly: Methods of Intimacy in Fantasy Role-Playing Game Communities." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1435242565.

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Inderst, Rudolf Thomas. "Vergemeinschaftung in MMORPGs." Boizenburg Hülsbusch, 2009. http://d-nb.info/994331878/04.

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Vasques, Rafael Carneiro [UNESP]. "As potencialidades do RPG (Role Playing game) na educação escolar." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/90316.

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Made available in DSpace on 2014-06-11T19:24:35Z (GMT). No. of bitstreams: 0 Previous issue date: 2008-03-20Bitstream added on 2014-06-13T20:52:08Z : No. of bitstreams: 1 vasques_rc_me_arafcl.pdf: 3890776 bytes, checksum: 44eeac83a6ec4b10388e434263e58f68 (MD5)<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)<br>Este trabalho pretende apresentar uma análise do RPG (Role Playing Game) a partir de sua fecundidade enquanto ferramenta didático-pedagógica. Neste sentido, um de nossos esforços foi o exame de pesquisas brasileiras que abordaram o jogo, para uma melhor compreens
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Books on the topic "Role-playing game"

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Wujcik, Erick. Amber diceless role-playing: Diceless role-playing system. Page Press, 1991.

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Tomasse, Alexzander. Friends & Foes: Multigenre role playing. BFI Ventures, 1994.

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Siembieda, Kevin. The Palladium fantasy role-playing game. 2nd ed. Palladium Books, 1996.

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Gibbons, William, and Steven Reale, eds. Music in the Role-Playing Game. Routledge, 2019. http://dx.doi.org/10.4324/9781351253208.

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Role-Playing Game : Explains Role-Playing Game: Massively Multiplayer Role-Playing Game. Independently Published, 2021.

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Role-Playing Games (Game Gurus). Ilex, 2004.

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Spector, Warren, and David Cook. The Bullwinkle and Rocky Role-Playing Game (Role Playing Game). TSR, 1988.

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Wujcik, Erick. Amber Diceless Role-Playing: Diceless Role-Playing System. Phage Pr, 1992.

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Gekko, Alexander. Kingdoms Role-Playing Game. Rampant Gaming, 2002.

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O'Sullivan, Steffan. FUDGE Role-Playing Game. Grey Ghost Press, 1995.

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Book chapters on the topic "Role-playing game"

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Björk, Staffan, and José P. Zagal. "Game Design and Role-Playing Games." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-18.

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Burn, Andrew. "Role-Playing." In The Routledge Companion to Video Game Studies, 2nd ed. Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-45.

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Hand, Daniel. "Playing the Game." In Role-Playing Games in Psychotherapy. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-31740-8_7.

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White, William J., Jonne Arjoranta, Michael Hitchens, Jon Peterson, Evan Torner, and Jonathan Walton. "Tabletop Role-Playing Games." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-4.

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Stenros, Jaakko, and Sarah Lynne Bowman. "Transgressive Role-Play." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-24.

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Deterding, Sebastian, and José P. Zagal. "The Many Faces of Role-Playing Game Studies." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-1.

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Torner, Evan. "RPG Theorizing by Designers and Players." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-10.

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Hoover, Sarah, David W. Simkins, Sebastian Deterding, David Meldman, and Amanda Brown. "Performance Studies and Role-Playing Games." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-11.

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Williams, J. Patrick, David Kirschner, Nicholas Mizer, and Sebastian Deterding. "Sociology and Role-Playing Games." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-12.

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Bowman, Sarah Lynne, and Andreas Lieberoth. "Psychology and Role-Playing Games." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-13.

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Conference papers on the topic "Role-playing game"

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Remme, Lian, and Kevin Tang. "Playing with Voices: Tabletop Role-Playing Game Recordings as a Diarization Challenge." In Findings of the Association for Computational Linguistics: NAACL 2025. Association for Computational Linguistics, 2025. https://doi.org/10.18653/v1/2025.findings-naacl.280.

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Iatrou, Constantine, Ilias Logothetis та Nikolas Vidakis. "The Odysseus Journey Role-Playing Game: Adventures of Rhapsody Λ". У 2024 5th International Conference in Electronic Engineering, Information Technology & Education (EEITE). IEEE, 2024. http://dx.doi.org/10.1109/eeite61750.2024.10654409.

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Chen, WenChun, Santiago Berrezueta-Guzman, and Stefan Wagner. "Task-Based Role-Playing VR Game for Supporting Intellectual Disability Therapies." In 2025 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR). IEEE, 2025. https://doi.org/10.1109/aixvr63409.2025.00031.

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Bors, Silviu, and Dana Sorina Opincariu. "ARCHITECTURAL RESEARCH AS A ROLE-PLAYING GAME: A NARRATIVE SPIN ON PROJECT-BASED LEARNING." In 17th International Conference on Education and New Learning Technologies. IATED, 2025. https://doi.org/10.21125/edulearn.2025.1509.

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Martins, Vinicius, Giovani Farias, Marina Fernandes, Raquel Barbosa, Eder Gonçalves, and Diana Adamatti. "GorimWeb: Role-Playing Game for Hydric Resources Management on Web Platform." In Encontro Nacional de Inteligência Artificial e Computacional. Sociedade Brasileira de Computação - SBC, 2024. https://doi.org/10.5753/eniac.2024.244382.

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Computational games have been increasingly used not only for entertainment but also for corporate training. Role-playing games are particularly well-suited for training purposes. This study focuses on the implementation and analysis of a web-based role-playing game for hydric resources called GorimWeb. For the implementation, various requirements were defined. These included supporting the game board’s playability, storing and exporting data such as logs and chat, accommodating varying numbers of players, and integrating multi-agent systems. Additionally, the game needed a well-structured user
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Boavida, Miguel, João Paulo Santos, Pedro Assunção, Luis Soares, João Luz, and Ricardo Viegas. "The MulE game engine extending online role-playing games." In the 10th annual SIGCSE conference. ACM Press, 2005. http://dx.doi.org/10.1145/1067445.1067608.

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Argyriou, Vasileios, Maria Sevaslidou, and Stefanos Zafeiriou. "Virtual university as a role playing game." In IEEE EDUCON 2010 Conference. IEEE, 2010. http://dx.doi.org/10.1109/educon.2010.5492505.

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Osorio, Nelson David Zapata, and Alberto Alejandro Piedrahita Ospina. "NinjaMath: Role Playing Game for Learning Factoring." In 2021 XVI Latin American Conference on Learning Technologies (LACLO). IEEE, 2021. http://dx.doi.org/10.1109/laclo54177.2021.00094.

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Katifori, Akrivi, Dimitra Petousi, Pantelis Sakellariadis, Maria Roussou, and Yannis Ioannidis. "Tabletop role playing games and creativity: The Game Master perspective." In FDG22: 17th International Conference on the Foundations of Digital Games. ACM, 2022. http://dx.doi.org/10.1145/3555858.3555918.

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Rueda, Silvia, José Ignacio Panach, Juan Bautista Cabotà, and Francisco Valverde. "APPLYING ROLE-PLAYING GAME IN SOFTWARE DEVELOPMENT SUBJECTS." In International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/iceri.2016.1839.

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Reports on the topic "Role-playing game"

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Fagan, Matt, and Naomi Schwartz. Exploring the Social and Ecological Trade-offs in Tropical Reforestation: A Role-Playing Exercise. American Museum of Natural History, 2018. http://dx.doi.org/10.5531/cbc.ncep.0108.

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This exercise introduces students to the complexities of conservation in rural tropical landscapes. It introduces the concepts of payments for environmental services (PES), trade-offs and synergies between agricultural land-uses and society’s needs, and introduces students to tropical land-uses and common rural stakeholders in the tropics. The module has two main parts. In Part 1, students learn about a new reforestation program in the fictional country of Nueva Puerta and must debate how to direct the reforestation program: towards poverty alleviation, export production, water protection, or
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ดำรงโรจน์วัฒนา, พงษ์ชัย, та วุฒิวงศ์ วิมลศักดิ์เจริญ. แบบจำลองเชิงบูรณาการเพื่อแลกเปลี่ยนเรียนรู้ เรื่องการใช้ประโยชน์ทรัพยากรจากระบบนิเวศป่าไม้อย่างยั่งยืน: ปฏิสัมพันธ์ระหว่างทรัพยากรและผู้มีส่วนเกี่ยวข้อง อำเภอเวียงสา จังหวัดน่าน : รายงานผลการดำเนินงาน. จุฬาลงกรณ์มหาวิทยาลัย, 2018. https://doi.org/10.58837/chula.res.2018.61.

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งานวิจัยนี้เป็นงานต่อยอดจากการศึกษาในปีที่ผ่านมา มีวัตถุประสงค์เพื่อวิเคราะห์ปฏิสัมพันธ์ระหว่างผู้มีส่วนเกี่ยวข้องในการจัดการป่าชุมชนกับทรัพยากรของป่าที่สำคัญ และสร้างแบบจำลองเชิงบูรณาการในรูปแบบเกมสวมบทบาทสมมุติโดยมีคอมพิวเตอร์ช่วยประมวลผล (computer-assisted role-playing game) การศึกษาทำโดยการสัมภาษณ์ผู้มีส่วนเกี่ยวข้องโดยใช้วิธี snowball sampling และสร้างแบบจำลองโดยใช้ Cormas (Common-pool resource management agent-based simulation) platform ผลการศึกษาพบว่าผู้มีส่วนเกี่ยวข้องที่สำคัญ ได้แก่ ชาวบ้าน องค์การบริหาร ส่วนตำบลไหล่น่าน คณะผู้วิจัย เจ้าหน้าที่ป่าไม้ และยังมีอีก 2 กลุ่ม ที่ปัจจุบันยัง
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Dzhioeva, Aina Rufinovna, Aza Gersanovna Besaeva, and Natali Konstantinovna Gassieva. Plot-role playing game as the basis of f child's activity during preschool childhood // Problems of modern education. 2022. N 76-4. H/102-105. DOI CODE, 2022. http://dx.doi.org/10.18411/doicode-2023.171.

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Watanapokakul, Satita. A Development of a game-based supplementary e-learning program for english for veterinary profession I. Chulalongkorn University, 2016. https://doi.org/10.58837/chula.res.2016.52.

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In the era of globalization, gam-based learning is one of the options that teachers implement with the students both inside and outside the classroom. This study focuses on the role of edutainment at the tertiary level. The context is the teaching and learning of English for Veterinary Profession I (Eng Vet Prof I) for 2nd year students at Chulalongkorn University Language Institute (CULI) in Bangkok, Thailand. This course focuses on improving the students’ listening and speaking skills in the Veterinary field. In order to make the materials relevant and attractive to Net Gen learners, a game-
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Stark, Sasha, Heather Wardle, and Isabel Burdett. Examining lottery play and risk among young people in Great Britain. GREO, 2021. http://dx.doi.org/10.33684/2021.002.

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Purpose &amp; Significance: Despite the popularity of lottery and scratchcards and some evidence of gambling problems among players, limited research focuses on the risks of lottery and scratchcard play and predictors of problems, especially among young people. The purpose of this project is to examine whether lottery and scratchcard participation is related to gambling problems among 16-24 year olds in Great Britain and whether general and mental health and gambling behaviours explain this relationship. Methodology: Samples of 16-24 year olds were pooled from the 2012, 2015, and 2016 Gambling
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