Academic literature on the topic 'Skill game'

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Journal articles on the topic "Skill game"

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Morley, David, Paul Ogilvie, Kevin Till, et al. "Does modifying competition affect the frequency of technical skills in junior rugby league?" International Journal of Sports Science & Coaching 11, no. 6 (2016): 810–18. http://dx.doi.org/10.1177/1747954116676107.

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The technical demands of games can be affected by changing the number of players, pitch size and rules. This controlled trial compared the frequency of technical skills between a ‘traditional’ and newly introduced systematically ‘modified’ game of primary rugby league. A total of 475 primary rugby league players (Under 7s to 9s) were filmed playing traditional ( n = 49) and modified ( n = 249) formats. Notational analysis examined the frequency of technical skills (e.g. number of passes) within ‘traditional’ and ‘modified’ games. At each age category, multivariate analysis of variance indicate
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April, Kurt A., Katja M. J. Goebel, Eddie Blass, and Jonathan Foster-Pedley. "Developing Decision-Making Skill." International Journal of Information Systems and Social Change 3, no. 4 (2012): 1–17. http://dx.doi.org/10.4018/jissc.2012100101.

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This paper explores the value that computer and video games bring to learning and leadership and explores how games work as learning environments and the impact they have on personal development. The study looks at decisiveness, decision-making ability and styles, and on how this leadership-related skill is learnt through different paradigms. The paper compares the learning from a lecture to the learning from a designed computer game, both of which have the same content through the use of a spot test, taken immediately after the lecture and the game, and seven day retest scores. It also presen
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Rinda, Rinda, Robingatin Robingatin, and Wildan Saugi. "PENINGKATAN KEMAMPUAN BERHITUNG MELALUI PERMAINAN TRADISIONAL DAKON DI RAUDHATUL ATHFAL AL KAMAL 1 PALARAN SAMARINDA." Jurnal Ilmiah Pesona PAUD 7, no. 1 (2020): 1. http://dx.doi.org/10.24036/108472.

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Along with the development of science and technology, traditional games that can develop children’s skills still exist. One of them is dakon. This research is a classroom research aimed to develop arithmetic skills at Raudhatul Athfal Al Kamal 1 Palaran Samarinda. The research subjects were 12 students with 6 males and 6 females. The traditional game dakon focuses on introducing number 1-20, mentioning the number order 1-20, and sorting numbers of dakon. This research was carried out through two cycles with three meetings each cycle. The result of research shows that before the treatment the s
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TOUNTOPOULOU, MARIA, Fotini Vlachaki, Petros Daras, Nicholas Vretos, and Aristeidis Christoforidis. "Indirect skill assessment using AI technology." Advances in Social Sciences Research Journal 8, no. 4 (2021): 723–37. http://dx.doi.org/10.14738/assrj.84.10077.

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In the new context of transitional, mobilised and globalised labour markets, an urgent need has emerged for meaningful assessment tools, methods and techniques to measure and recognize the workers’ skills. This paper aims to present a novel approach in skill assessment developed under NADINE H2020 project, the indirect skill assessment, as an alternative or supplement to the traditional selection methods. AI technology is utilised to facilitate the indirect skill assessment via two agnostic content serious games (Tetris and 2048), based on the evaluation of an individual’s performance in playi
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Weber, René, Katharina M. Behr, Jacob T. Fisher, Chelsea Lonergan, and Christian Quebral. "Video Game Violence and Interactivity: Effect or Equivalence?" Journal of Communication 70, no. 2 (2020): 219–44. http://dx.doi.org/10.1093/joc/jqz048.

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Abstract The effect of exposure to violent video game content on aggression is intensely debated. Meta-analyses have produced widely varying estimates as to the effect (or non-effect) of violent video games on subsequent aggressive thoughts and behaviors. Recent work suggests that interactivity and player skill may play key roles in moderating the effects of violent content in video games on aggression. This study investigates the effects of violence, interactivity, and player skill on mild aggressive behavior using a custom-developed first-person shooter game allowing for high levels of exper
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van der Genugten, Ben, and Peter Borm. "Texas Hold’em: A Game of Skill." International Game Theory Review 18, no. 03 (2016): 1650005. http://dx.doi.org/10.1142/s0219198916500055.

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The methodology of relative skill, by means of a detailed mathematical analysis of realistic approximations of Texas Hold’em cash games and tournaments as provided in van der Genugten and Borm [2012], and Borm and van der Genugten [2009] respectively, reconfirms the findings of the court in The Hague (cf. [Rechtbank Gravenhage [2011]) that Texas Hold’em in all its practical variants is a game of skill.
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Acharya, Anitha, and Manish Gupta. "Do Skills and Challenge Affect Perceived Learning? Mediating Role of Engagement." Journal of Electronic Commerce in Organizations 18, no. 2 (2020): 64–79. http://dx.doi.org/10.4018/jeco.2020040105.

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Gamification, the usage of elements relating to game design to non-game activities, has gained considerable attention from academia and industry. It is uncertain as to whether students require skills and challenges to engage them in the game for enhancing their learning. Thus, the objective of this article is to examine the mediating role of engagement in the relationship between skill and perceived learning as well as between challenge and perceived learning in game-based learning environments. Data was gathered using a survey of Player Unknown's Battlegrounds (PUBG) players. A total of 233 y
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Gutiérrez, David, Jennifer Fisette, Luis Miguel García-López, and Onofre Contreras. "Assessment of Secondary School Students’ Game Performance Related to Tactical Contexts." Journal of Human Kinetics 42, no. 1 (2014): 223–34. http://dx.doi.org/10.2478/hukin-2014-0076.

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Abstract Certain limitations remain unaddressed when utilizing the Teaching Games for Understanding approach, suggesting the need for more research on authentic assessment of skill development and tactical awareness in order to guide the design of developmentally appropriate curriculum materials. This study investigated physical education students’ (n=19; age: 13.71 ± 0.4) game performance during an invasion game, specifically the relationship between their skill execution and decision-making ability. The purpose of the study was twofold: (a) to devise and implement a ‘game context’ approach t
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Yusmar, Ali. "UPAYA PENINGKATAN TEKNIK PERMAINAN BOLA VOLI MELALUI MODIFIKASI PERMAINAN SISWA KELAS X SMA NEGERI 2 KAMPAR." JURNAL PAJAR (Pendidikan dan Pengajaran) 1, no. 1 (2017): 143. http://dx.doi.org/10.33578/pjr.v1i1.4381.

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This research is motivated by the low ability volleyball game mechanical class X SMAN 2 Kampar. This study aims to determine the increase in engineering a game of volleyball on the students of class X SMAN 2 Kampar through modified games, held for 1 month. As the subjects in this study were students of class X SMAN 2 Kampar 2014-2015 school year the number of students as many as 32 people, including 20 boys and 12 girls. Form of research is classroom action research. The research instrument consists of instruments and instrument performance data collection activity observation sheet form teach
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Huang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.

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We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings o
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Dissertations / Theses on the topic "Skill game"

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Cothran, Donetta J. "Six Volleyball Skill Tests as a Predictor of Game Performance." TopSCHOLAR®, 1992. http://digitalcommons.wku.edu/theses/1656.

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The purpose of this study was to investigate the relationship of six selected volleyball skill tests to actual volleyball game performance. The six skill test items were administered to 64 subjects, who were all members of a college level introductory volleyball course. Based on the ratings of a panel of experts, subjects were rated during game play as good, average, or poor performers. The stepwise discriminant analysis was used to analyze the relationship between skill tests and game performance. Four of the six skill tests were identified as significantly contributing to group membership. T
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Deniozou, Thaleia. "Investigating the potential of mobile games as learning environments for independent adult skill development." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/22926.

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The research described in this thesis is grounded in the fields of independent adult learning, user experience for mobile applications and game design. It considers the case for mobile game-based learning in the context of informal microlearning and investigates the potential of mobile games to assist the independent skills development of adults. Initial research found that adults expressed positive attitudes towards the idea of learning with a mobile game, while even those who did not use mobile games recreationally appeared positive to using them if they perceived them as an effective way to
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Tursic, Arslan. "TEACHING MOTION SKILLS WITHIN GAME TUTORIALS : Discovery learning theories tested on game tutorial design." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8354.

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This thesis explores the dynamic field of motion skill acquisition and uses discovery learning as means for learning motions. Differences are discussed between a virtual game environment and a real environment and how this can relate to motion skill acquisition. By testing different instructions for a created serious game, this thesis aims at exploring if there are significant differences in gameplay and motion skill acquisition. Respondents were exposed to different instructions before playing a game based on motion skill. In-game time was measured in order to understand if the time results c
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Shannon, Kerrie Ann. "Readiness and skill in an arctic environment : procurement, distribution and game playing." Thesis, University of Aberdeen, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.401181.

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In this dissertation I provide an ethnographic account of life in Coral Harbour, a predominantly Inuit community in Nunavut, Canada.  I specifically address aspects of procurement and everyday life that have often been under-represented in other Canadian Arctic ethnographies.  Whereas Arctic research commonly emphasises the importance of hunting as a major procurement activity, I focus specifically on other procurement activities that are separate from hunting.  Through an examination of women’s, children’s, and men’s activities in procurement, I address a lacuna in the literature and provide
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Ahmadi, Olounabadi Atefeh. "TARLAN: A Simulation Game to Improve Social Problem-Solving Skill of ADHD Children." Thesis, University of Canterbury. Computer Science and Software Engineering, 2015. http://hdl.handle.net/10092/10693.

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Traditional classrooms in which children are expected to sit down quietly and listen to the teacher are not attractive to students in the era of technology. Therefore, researchers have started to study the possibilities of applying modern approaches to educational contexts. The interactive nature and the attractive virtual environment of computer games have made them a high-potential context for learning purposes. Sitting in a classroom is challenging for students with Attention Deficit Hyperactivity Disorder (ADHD)because of their inattentiveness, impulsivity, and hyperactivity, so that they
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Russell, Robert Bruce. "Probabilistic Inference as a Mechanism for Action-Video-Game Induced Visuospatial Skill Improvement." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1153.

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Playing action video games leads to improvements in a number of sensory, perceptual, and attentional abilities and skills (e.g. Green & Bavelier, 2003). Improvements occur in basic visuospatial capacities while also leading to improvements in more complex spatial tasks such as mental rotation (Spence & Feng, 2010), indicating that the improvements gained from action video game play generalizes beyond the video game setting. While these improvements have been well documented, the underlying mechanism for these changes is not as well understood. Recent research has suggested an improvement
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Banskota, Alisha. "Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/7734.

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Autism spectrum disorder (ASD) is a long-standing mental condition characterized by hindered mental growth and development. In 2018, 168 out of 10,000 children are said to be affected with Autism in the USA. As these children move to adulthood, they have difficulty in communicating with others, expressing themselves, maintaining eye contact, developing a well-functioning motor skill or sensory sensitivity, and paying attention for longer period. Some of these abnormalities, however, can be gradually improved if they are treated appropriately during their adulthood. Studies have shown that peop
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Ogletree, Xavian Alexander. "Human-AI Teaming for Dynamic Interpersonal Skill Training." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1621853024907269.

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Dapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Sciences<br>Psychology
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Samalot-Rivera, Amaury. "The effect of social skill instruction on sport and game related behaviors of children and adolescents with emotional or behavioral disorders." Columbus, Ohio : Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1186774990.

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Books on the topic "Skill game"

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Ringland, Alan. Inner game techniques in sport: Skill learning. The Author], 1990.

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The ultimate sport lead-up game book: The very best skill-building games for grades K-8. Educators Press, 2000.

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Gareth, Williams. Chess: An easy-to-follow illustrated guide to playing this popular game of skill. Parragon, 1999.

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Chess: An easy-to-follow illustrated guide to playing this popular game of skill. Parragon, 2001.

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Leifer, Eric Matheson. Actors as observers: A theory of skill in social relationships. Garland, 1991.

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Kennedy, Joanna W. Game plan: Building language skills with games. Educator's Publishing Service, Inc., 2002.

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Tendler, Jared. The mental game of poker 2: Proven strategies for improving poker skill, increasing mental endurance, and playing in the zone consistently. Jared Tendler Llc, 2013.

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Tunnicliff, Myram Forney. The reference information skills game. Libraries Unlimited, 1995.

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Fencing: The skills ofthe game. Crowood, 1991.

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Kelman, Jim. Football: Skills of the game. Hodder Wayland, 2006.

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Book chapters on the topic "Skill game"

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Schreiber, Ian, and Brenda Romero. "Managing Luck and Skill." In Game Balance. CRC Press, 2021. http://dx.doi.org/10.1201/9781315156422-19.

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Kennedy, Gavin. "A Game of Great Skill." In Adam Smith's Lost Legacy. Palgrave Macmillan UK, 2005. http://dx.doi.org/10.1057/9780230511194_5.

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Gröppel-Wegener, Alke, Helen Tracey, and Katy Vigurs. "It's a game of skill." In Organisation Studies and Human Resource Management. Routledge, 2021. http://dx.doi.org/10.4324/9780429262937-4.

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Memmert, Daniel, and Stefan König. "Models of game intelligence and creativity in sport." In Skill Acquisition in Sport. Routledge, 2019. http://dx.doi.org/10.4324/9781351189750-12.

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Sakata, Mamiko, Tsubasa Yamashita, and Masashi Okubo. "Factor Models for Promoting Flow by Game Players’ Skill Level." In Human Interface and the Management of Information. Information and Interaction Design. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39209-2_60.

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van Bussel, Roy, Heide Lukosch, and Sebastiaan A. Meijer. "Effects of a Game-Facilitated Curriculum on Technical Knowledge and Skill Development." In Frontiers in Gaming Simulation. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_12.

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Moudřík, Josef, and Roman Neruda. "Determining Player Skill in the Game of Go with Deep Neural Networks." In Theory and Practice of Natural Computing. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49001-4_15.

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Chatziantoniou, Nikolaos, Nikolaos Politopoulos, and Panagiotis Stylianidis. "Designing and Developing an Educational Game for Leadership Assessment and Soft Skill Optimization." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75175-7_27.

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Lin, Chun-Hung, and Eric Zhi-Feng Liu. "Do Improve Typing Skill But No Significant Difference between Drill-Based and Game-Based Typing Software." In Learning by Playing. Game-based Education System Design and Development. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03364-3_19.

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Koban, Kevin, Benny Liebold, and Peter Ohler. "Good Newbie or Poor Newbie? Determinants of Video Game Skill Acquisition at an Early Stage." In Lecture Notes in Computer Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20609-7_57.

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Conference papers on the topic "Skill game"

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Zhang, Yue. "The game mechanics for skill summarizing in educational games." In 2016 12th International Conference on Natural Computation and 13th Fuzzy Systems and Knowledge Discovery (ICNC-FSKD). IEEE, 2016. http://dx.doi.org/10.1109/fskd.2016.7603528.

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Liu, Jialin, Julian Togelius, Diego Perez-Liebana, and Simon M. Lucas. "Evolving Game Skill-Depth using General Video Game AI agents." In 2017 IEEE Congress on Evolutionary Computation (CEC). IEEE, 2017. http://dx.doi.org/10.1109/cec.2017.7969583.

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Widiastuti, Widiastuti, Imran Imran, and Karisdha Pradityana. "Improving Students` Badminton Smash Skill Through Game Modifications." In Proceedings of the 1st International Conference on Innovation in Education (ICoIE 2018). Atlantis Press, 2019. http://dx.doi.org/10.2991/icoie-18.2019.89.

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"Innovation Camp as 21st Century Skill Learning Game in K12 PE Teaching." In 13th EuropeanConference on Game Based Learning. ACI, 2020. http://dx.doi.org/10.34190/gbl.20.041.

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Taneichi, Takashi, and Masashi Toda. "Fighting game skill evaluation method using surface EMG signal." In 2012 IEEE 1st Global Conference on Consumer Electronics (GCCE). IEEE, 2012. http://dx.doi.org/10.1109/gcce.2012.6379550.

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Sumarsono, Adi, Carolus Wasa, Mr Syamsudin, et al. "The Four-Net Game to Improve Students’ Psychomotor Skill." In Proceedings of the 1st International Conference on Social Sciences (ICSS 2018). Atlantis Press, 2018. http://dx.doi.org/10.2991/icss-18.2018.288.

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Sarkar, Anurag, and Seth Cooper. "Using a Disjoint Skill Model for Game and Task Difficulty in Human Computation Games." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. ACM, 2019. http://dx.doi.org/10.1145/3341215.3356310.

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Rakhmawati, Nur I. S., Rachma Hasibuan, and Imroatus Sholichah. "Developing Children’s Early Numeracy Skill Through Traditional Game “Dragon Snakes”." In International Joint Conference on Arts and Humanities (IJCAH 2020). Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.201201.043.

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D McDonald, Scott. "Enhanced Critical Thinking Skills through Problem-Solving Games in Secondary Schools." In InSITE 2017: Informing Science + IT Education Conferences: Vietnam. Informing Science Institute, 2017. http://dx.doi.org/10.28945/3677.

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[This Proceedings paper was revised and published in the Interdisciplinary Journal of E-Skills and Lifelong Learning (IJELL)] Aim/Purpose: Students face many challenges improving their soft skills such as critical thinking. This paper offers one possible solution to this problem. Background: This paper considers one method of enhancing critical thinking through a problem-solving game called the Coffee Shop. Problem-solving is a key component to critical thinking, and game-playing is one method of enhancing this through an interactive teaching method. Methodology: Three classes of Vietnamese hi
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Riyana, Cepi. "Mobile Game Education for Developing Soft Skill of Elementary School Students." In 1st International Conference on Educational Sciences. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0007046306770683.

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Reports on the topic "Skill game"

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Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

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In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the
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Zelf Mohammed. Significance of Post-Game-Specificity Skills Coaching on Rhythmic Coupling Coordination Case Players Handball Positions. Povolzhskaya State Academy of Physical Culture of Sports and Tourism, 2017. http://dx.doi.org/10.14526/03_2017_230.

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Muñoz González, JM, and B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.

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Zibani, Nadia. Ishraq: Safe spaces to learn, play and grow: Expansion of recreational sports program for adolescent rural girls in Egypt. Population Council, 2004. http://dx.doi.org/10.31899/pgy22.1003.

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Over the past three years, the Ishraq program in the villages of northern El-Minya, Egypt, grew from a novel idea into a vibrant reality. In the process, approximately 300 rural girls have participated in a life-transforming chance to learn, play, and grow into productive members of their local communities. Currently other villages—and soon other governorates—are joining the Ishraq network. Ishraq is a mixture of literacy, life-skills training, and—for girls who have been sheltered in domestic situations of poverty and isolation—a chance to play sports and games with other girls their age and
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Zachry, Anne, J. Flick, and S. Lancaster. Tune Up Your Teaching Toolbox! University of Tennessee Health Science Center, 2016. http://dx.doi.org/10.21007/chp.ot.fp.2016.0001.

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Occupational therapy (OT) educators strive to prepare entry-level practitioners who have the expertise to meet the diverse health care needs of society. A variety of instructional methods are used in the University of Tennessee Health Science Center (UTHSC) MOT program, including traditional lecture-based instruction (LBI), problem-based learning (PBL), team-based learning (TBL), and game-based learning (GBL). Research suggests that active learning strategies develop the critical thinking and problem-solving skills that are necessary for effective clinical reasoning and decision-making abiliti
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Haylock, Stuart. Limbs Alive: Use of computer games to provide motivating, child centred therapy to improve bimanual skills for children with hemiplegic cerebral palsy. National Institute for Health Research, 2021. http://dx.doi.org/10.3310/nihropenres.1115160.1.

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Designing an Escape Room Game to Develop Problem Solving and Spatial Reasoning Skills. Purdue University, 2018. http://dx.doi.org/10.5703/1288284316855.

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