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Journal articles on the topic 'Skill game'

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1

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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Byra, Mark. "Skill Evaluation: Game-Like Skill Tests for Volleyball." Strategies 3, no. 6 (1990): 9–10. http://dx.doi.org/10.1080/08924562.1990.11000255.

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Lestari, Indah, and Tri Ratnaningsih. "The Effects of Modified Games on the Development of Gross Motor Skill in Preschoolers." International Journal of Evaluation and Research in Education (IJERE) 5, no. 3 (2016): 216. http://dx.doi.org/10.11591/ijere.v5i3.4542.

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<p>Gross motor skills on children must be optimized much earlier since it plays important role not only on their interaction process but also in supporting other multiple developments. One of the means in developing child's motor skill is by providing innovative games i.e. modified games including game format, game timing, and game sequence. The objective of this research was to prove the effects of modified games to the development of gross motor skill of preschoolers. Research method was pre-experimental with One Group Pre-post test Design approach. Research samples were the students o
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Eden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.

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Demographic research and anecdotal evidence suggest that, historically, games have been dominated by male players. However, newer research shows gains by female players, especially in online games. Therefore, how gamers perceive the masculinity of other gamers in game has become relevant. Two experiments examine how two variables – game genre and player skill – inform gender perception in online games. Results from both studies show that game genre is a salient cue for gender perception, but that perception of player skill is not. A number of gender differences in perceptions of player skill a
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Uiphanit, Thanakorn, Pattarasinee Bhattarakosol, Kwanrat Suanpong, Sompoch Iamsupasit, and Chalotorn Wongwan. "Chibumons: A Positive Effect On Game to Undergraduate Students." International Journal of Emerging Technologies in Learning (iJET) 15, no. 01 (2020): 222. http://dx.doi.org/10.3991/ijet.v15i01.11502.

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In the university daily life, social skill is very important. Social skill helps students to participated and interact with people. In this paper, we present the research and development of a mobile game to develop students’ social skill, 'Chibumons'. The sample group consists of 120 students. The tools used in this research were 'Chibumons', and satisfaction with the game questionnaire. Statistical data analysis used in this research were average, percentage, and standard deviation. The research reveals that games can enhance the social skill of students. This consequently accretes their soci
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Dedeaux, Timothy, and Taralynn Hartsell. "Comparison Between Two Types of Educational Computer Games." Simulation & Gaming 49, no. 6 (2018): 661–74. http://dx.doi.org/10.1177/1046878118778727.

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Background. Educational computer games can enhance learner engagement and content knowledge gain. Video games based on Malone’s theory of game design that involve challenge, fantasy, and curiosity can help improve learning. Aim. The purpose of the study is to compare differences between two drill-and-skill games to learn French phrases. Variables examined were student engagement, content knowledge gain, and demographical implications (e.g., gender, minority status, and socio-economic status). One of the games in the study meets Malone’s theory of game design. Method. This quasi-experimental st
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Luengvilai, Chainarong, and Pitipong Yodmongkol. "Mediation Game When the Conflict Can Be Fun to Learn—A Legal Skill Learning Tool: The Integration of Knowledge Management, Learning Theory and Serious Game Concept." International Education Studies 9, no. 5 (2016): 219. http://dx.doi.org/10.5539/ies.v9n5p219.

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<p class="apa">Legal justice in Thailand has been shifted to restorative justice for reasons. But Thai law schools have not been changed to promote lawyering skill learning opportunities due to various obstacles and limitations caused by existing legal educational policies, law curriculum’s structure, knowledgeable instructors, and learners’ characteristics. As a result, most graduate law students have been faced with difficulties as regards not only their mediation skill capacity but also other legal skills. To solve the problem beyond the single loop learning, the study proposed the in
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Fakhrurrazy, Rifky. "The Effect of Communication Games and Self-Esteem towards Students’ Speaking Skill." Al-Ta lim Journal 25, no. 2 (2018): 163–70. http://dx.doi.org/10.15548/jt.v25i2.398.

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This research is an experimental research. This study aims to find out the effect of communication games as a teaching strategy and self-esteem toward students speaking skill at SMP Dr. Abd Ahmad PGAI Padang. The population of this research was students of grade VIII SMP Dr. Abd Ahmad PGAI Padang. The technique used is Cluster Random Sampling. The sample consists of students at VIII A as experimental class and VIII B as control class. In this research, the test is used to analize students’ speaking skill and questionnaire was used to collect self-esteem data. Data from the research were analyz
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Torres-Toukoumidis, Angel, Juan Pablo Salgado Guerrero, Sheila Peñalva, and Paola Carrera. "Global Game Jam in Latin-America, a Collaborative Videogame Learning Experience." Social Sciences 9, no. 3 (2020): 28. http://dx.doi.org/10.3390/socsci9030028.

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Videogame production events, particularly the Global Game Jam (GGJ), is an activity par excellence aimed at the development of the world’s largest games, enhancing the form of personal expression, critical thinking, and appropriation of new media through collaborative work. The general objective is to explore the development process within the context of the GGJ, calculating the correlation between level of education and source of inspiration, the correlation between level of education and purpose of the game to be designed in the Global Game Jam and the correlation between level of education
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Taylor, Mark, Mike Baskett, Denis Reilly, and Somasundaram Ravindran. "Game Theory for Computer Games Design." Games and Culture 14, no. 7-8 (2017): 843–55. http://dx.doi.org/10.1177/1555412017740497.

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Designing and developing computer games can be a complex activity that may involve professionals from a variety of disciplines. In this article, we examine the use of game theory for supporting the design of gameplay within the different sections of a computer game and demonstrate its application in practice via adapted high-level decision trees for modeling the flow in gameplay and payoff matrices for modeling skill or challenge levels.
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Jäncke, Lutz, and Christoph Klimmt. "Expertise in Video Gaming and Driving Skills." Zeitschrift für Neuropsychologie 22, no. 4 (2011): 279–84. http://dx.doi.org/10.1024/1016-264x/a000052.

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We assessed whether video game experience exerts substantial influence on standardised measures of driving skill. Three subject groups (n = 90) with different video game experiences (frequent, moderate and without extensive experience) performed standard driving tests on a driving simulator, computerised tests measuring driving skills, and standard attention tests. Even extensive video game experience had no influence on performance in computerised tests measuring driving skills. But there was a strong influence of video game experience on computerised attention tests, with frequent gamers out
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Meel, David E. "Sumgo Here and Sumgo There." Mathematics Teaching in the Middle School 6, no. 4 (2000): 236–39. http://dx.doi.org/10.5951/mtms.6.4.0236.

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The idea of “Sumgo” was suggested by the game of bingo and the need to illustrate the utility of educational games, help students practice skills, and introduce new concepts. This game was designed to investigate an interesting distribution while practicing a computational skill. As a result, the activity described in this article focuses on the concepts of sample spaces and exact probabilities while providing practice in addition. In designing “sumgo,” I envisioned a mathematics class actively engaged with the game while practicing addition and learning about data interpretation, experimental
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Pratikto, Heri, Rizal Hanafiya, Muhammad Ashar, Muhammad Iqbal Akbar, and Yudi Tri Harsono. "Entrepreneurship Game Apps to Enhancement Student Skill Thinking Analytic in Class Online." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 08 (2021): 155. http://dx.doi.org/10.3991/ijim.v15i08.21575.

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The use of educational entrepreneurship game apps as a medium for an online class for students to improve analytical skills regarding business processes. Learning that is only through gamification in game learning. This learning is carried out on a number of students who have the ability to play games well. There is also a desire to study business without using entrepreneurship textbooks as the object of this study. Game-based mobile apps development using entrepreneurial learning materials such as laundry and beverage sales is designed using the Design Thinking Process method. With a game pro
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Barrett, Kate R., and Adrian P. Turner. "Sandy’s Challenge: New Game, New Paradigm." Journal of Teaching in Physical Education 19, no. 2 (2000): 162–81. http://dx.doi.org/10.1123/jtpe.19.2.162.

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This study focuses on Sandy, an experienced physical education specialist, as she teaches STXBALL, a coeducational, noncontact, modified form of lacrosse, for the first time. Using an approach based on a workshop Sandy attended, she is teaching from a perspective that suggests game skills and tactics are linked, thus, should be taught so they emerge and play off of one another. As Sandy is challenged to think and act differently about teaching games, she begins to question and alter some of her actions, recognizing that the movement pattern of a specific skill is rarely the one that is used in
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Sukoyo, Joko, Endang Kurniati, and Esti Sudi Utami. "Engklek Game and Its Benefits for Early Children’s Development." International Journal of Early Childhood Special Education 13, no. 1 (2021): 20–27. http://dx.doi.org/10.9756/int-jecse/v13i1.211003.

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This research aims to describe the engklek game and its benefits for early children's development. The applied research method is a qualitative methodology with human data and non-human data sources. The data was collected by the interview, observation, and document analysis. Meanwhile, the data analysis was done by using Mile and Huberman interactive analysis model through data reduction, display, and conclusion. The findings showed that the engklek game developed in Boyolali municipality had two types of the engklek game. They are an airplane engklek and a mountain engklek. The game could be
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Aditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.

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This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such
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Mayer, Richard E. "Computer Games in Education." Annual Review of Psychology 70, no. 1 (2019): 531–49. http://dx.doi.org/10.1146/annurev-psych-010418-102744.

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Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Three genres of game research are ( a) value-added research, which compares the learning outcomes of groups that learn academic material from playing a base version of a game to the outcomes of those playing the same game with one feature added; ( b) cognitive consequences research, which compares improvements in cognitive skills of groups that play an off-the-shelf game to the
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Imansyah, Pranadya Bagus, Aji Prasetya Wibawa, and Triyanna Widiyaningtyas. "Android Game for Typing Skill Evaluation." Letters in Information Technology Education (LITE) 1, no. 1 (2018): 14–17. http://dx.doi.org/10.17977/um010v1i12018p014.

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McPherson, Sue L., and Karen E. French. "Changes in Cognitive Strategies and Motor Skill in Tennis." Journal of Sport and Exercise Psychology 13, no. 1 (1991): 26–41. http://dx.doi.org/10.1123/jsep.13.1.26.

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This study examined changes in cognitive and motor skill aspects of tennis performance in adult novices as the result of two types of instruction. In Experiment 1, subjects received instruction in motor skills and declarative knowledge followed by the introduction and integration of tennis strategies. In Experiment 2, subjects received declarative and strategic knowledge and minimal skill instruction followed by an emphasis on refining knowledge and skill in game situations. A knowledge test, skills tests, and actual game play (control, decision, and execution components of performance) were a
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Wang, Liang, Yu Wang, and Yan Li. "Mining Experiential Patterns from Game-Logs of Board Game." International Journal of Computer Games Technology 2015 (2015): 1–20. http://dx.doi.org/10.1155/2015/576201.

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In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an e
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Jiao, Yifan, Christopher S. Tang, and Jingqi Wang. "Selling Virtual Items in Free-to-Play Games: Transparent Selling vs. Opaque Selling." Service Science 13, no. 2 (2021): 53–76. http://dx.doi.org/10.1287/serv.2021.0271.

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The market for online games is huge, but research on the economics of online game operations remains nascent. In this paper, we focus on “free-to-play” online games in which a game provider offers players an option to purchase game-specific virtual goods (items) for improving their winning chances before the game begins. Because selling virtual items is the main revenue stream in free-to-play games, it is important for game providers to find ways to entice players to purchase virtual items. We observe that some game providers disclose the opponent’s skill level before the game begins by using
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Magno De Jesus, Angelo, and Ismar Frango Silveira. "Game-based collaborative learning framework for computational thinking development." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (June 30, 2020): 113–23. http://dx.doi.org/10.17533/udea.redin.20200690.

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Computational Thinking (CT) can amplify learners’ skill sets so that they become excellent problem-solvers. Game-Based Learning and Collaborative Learning are two approaches that may aid in the development of CT skills. This paper describes a framework based on Game and Problem-Based Learning Strategies which aims to enhance the CT teaching and improves students’ social skills, considering aspects of fun. The framework stands out for including collaborative learning features defined in the main literature. Also, the strategy was developed specifically to fit the games’ dynamics. The approach w
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d’Escriván, Julio, and Nick Collins. "Musical Goals, Graphical Lure and Narrative Drive: VisualAudio in Games." Journal of Visual Culture 10, no. 2 (2011): 238–46. http://dx.doi.org/10.1177/1470412911402896.

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Musical computer games and their reward structures are transforming solitary and participative music making. Visuals in musical games tend to assume the role of music in video games as they become incidental to the gameplay or provide graphical aid for musical decision making. Constrained manifestations of musical skill in game software simulations point towards the development of real world musical skills. Yet, arguably, no video game so far developed requires the kind of sophisticated expression that a musician hones by training. The time-scale for mastery is an order of magnitude greater in
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Kurniawan, Rahadian, Wuriandietry Mayang Purnamasari, Restu Rakhmawati, and Dimas Panji Eka Jalaputra. "Development of Game for Self-Help Toilet Learning for Children with Autism." CommIT (Communication and Information Technology) Journal 12, no. 1 (2018): 1. http://dx.doi.org/10.21512/commit.v12i1.4112.

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This study aims to develop a video game for toilet training materials as a medium for self-help learning for children with autism. Toileting skill is one of the basic self-help skills that children should master. In fact, teaching new things to children with autism is challenging. It requires a proper method to deliver the materials to these children. One of the effective learning media to teach self-help is to use visual media like video games. By using video games, children are expected to play and learn self-help skills, particularly about toileting. In addition, the video game is developed
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Theana Putri Permananda and Wahyudi. "The Effectiveness of Board Game to Enhance The Elementary School Students Problem Solving Skill." Jurnal Sekolah Dasar 1, no. 1 (2020): 18–24. http://dx.doi.org/10.36805/jurnalsekolahdasar.v1i1.894.

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The purpose of this research is to figure out the effectiveness toward problem solving skill in thematic course by using Board Game as the medium of Teams Games Tournament learning discourse. Pre experimental design which applies in this research is using one group pretest - post test pattern. The collecting data done by using test, observation, and interview. The effectiveness by using Board Game can be seen in the result of pretest and posttest about problem solving skill by Paired Sample testing and assisted with SPSS 25.0 for windows program. Paired T-Test result obtained from Sig score. (
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Oslin, Judith L., Stephen A. Mitchell, and Linda L. Griffin. "The Game Performance Assessment Instrument (GPAI): Development and Preliminary Validation." Journal of Teaching in Physical Education 17, no. 2 (1998): 231–43. http://dx.doi.org/10.1123/jtpe.17.2.231.

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The purpose of this article is to report on the development and validation of the Game Performance Assessment Instrument (GPAI). The GPAI is a multidimensional system designed to measure game performance behaviors that demonstrate tactical understanding, as well as the player’s ability to solve tactical problems by selecting and applying appropriate skills. The GPAI provides analyses of individual game performance components (e.g., decisions made, skill execution, and support) and/or overall performance (e.g., game involvement and game performance). The individual game performance components w
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Liu, Junling, and Yawen Zhang. "Study of the Application of iPad-based Digital Learning Games in English Game Teaching in the Primary School." International Journal of Online Engineering (iJOE) 11, no. 9 (2015): 77. http://dx.doi.org/10.3991/ijoe.v11i9.5070.

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Game teaching can promote children's cognitive development, emotional development and social participation. This paper bases its analysis on features digital learning English games and feasibility of such games in English game teaching, and proposes an iPad-based two-dimensional target system for game teaching, and layout for teaching plan and teaching practice. English game teaching in Grade 3 is taken as an example where setting deployment, resource synchronization, skill training and class application are described in detail aided with case study. Finally, application effect and common prob
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Sofyan, Rudy, T. Silvana Sinar, Bahagia Tarigan, and T. Thyrhaya Zein. "USING A “SNAKE AND LADDER” GAME IN TEACHING SPEAKING TO YOUNG LEARNERS." ABDIMAS TALENTA: Jurnal Pengabdian Kepada Masyarakat 3, no. 2 (2019): 226–31. http://dx.doi.org/10.32734/abdimastalenta.v3i2.4121.

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Speaking is the basic as well as the most important skill that needs to be acquired by English language learners. It is advisable that learning speaking English should begin as early as possible; however, to teach speaking skill to young learners is not an easy task since their age is the age of playing. Teaching speaking to young learners requires a teacher to find the technique best work with children, one of which is through games. One of the games that is corresponding to the age of young learners is a snake and ladder game. This paper aims at describing how a snake and ladder game is used
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Bart, William, Jacob Ritter, and Nathan Ritter. "An Empirical Study of Artificial Participants." Journal of Technological Advancements 1, no. 1 (2021): 1–11. http://dx.doi.org/10.4018/jta.20210101.oa2.

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This study is an investigation of artificial participants operating in their appropriate environment. The artificial participants in this study are artificial chess players and their appropriate environment is a chess game. This study is an empirical investigation testing the hypothesis that the length of a chess game is inversely related to the difference in the chess skill levels of the artificial chess players. Five series of chess games of 18 games in each series were instituted between five pairings of web-based chess engines. The chess engine, chess.com Level 10, was a player in each ser
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Harrison, Joyce M., Lisa A. Preece, Connie L. Blakemore, Robert P. Richards, Carol Wilkinson, and Gilbert W. Fellingham. "Effects of Two Instructional Models—Skill Teaching and Mastery Learning—On Skill Development, Knowledge, Self-Efficacy, and Game Play in Volleyball." Journal of Teaching in Physical Education 19, no. 1 (1999): 34–57. http://dx.doi.org/10.1123/jtpe.19.1.34.

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This study examined volleyball achievement and task-specific self-efficacy for 182 students in 6 beginning college volleyball classes taught using either the Mastery Learning or Skill Teaching models. Three instructors each taught one Mastery Learning and one Skill Teaching class. Assessments included the AAHPERD pass, set. and serve tests, the Stanley spike test, successful and unsuccessful game trials. Bandura-type self-efficacy scales, and a knowledge test. A random coefficients growth curve model analyzed the intercepts and slopes of the learning curves and revealed significant pre- to pos
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Ayu, Putri Denaya Side, Heri Hidayatullah, and Sri Ariani. "Applying Circle Game to Enhance Students’ Speaking Skill." Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP 7, no. 2 (2020): 119. http://dx.doi.org/10.33394/jo-elt.v7i2.3187.

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This Collaborative Classroom Action Research aimed at enhancing students’ speaking skill through the application of Circle Game. It was conducted in one cycle consisting of two meetings. The subject was the seventh of C class of SMPN 2 Alas Barat consisting of 22 students. The types of data were qualitative (acquiring observation during the learning process) and quantitative (speaking tests). The results qualitatively showed that the implementation of Circle Game enhanced the students’ speaking skills. Such improvement could be seen from their enthusiasm, their interesting feeling in various m
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Gopher, Daniel, Maya Weil, and Tal Bareket. "The Transfer of Skill from a Computer Game Trainer to Actual Flight." Proceedings of the Human Factors Society Annual Meeting 36, no. 17 (1992): 1285–90. http://dx.doi.org/10.1518/107118192786749243.

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A study was conducted at the flight school of the Israeli Airforce to test the transfer of skills from a complex computer game to flight. The context relevance of the game to flight was argued on the basis of a skill oriented task analysis, anchored in contemporary models of the human processing system. The influence of two embeded training strategies was compared, one focusing on the specific skills involved in performing the game, the other designed to improve the general ability of trainees to cope with the high attention load of the flight task. Flight scores of two groups of cadets who re
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Hannum, Roger, Matthew Rutherford, and Teresa Dalton. "ECONOMICS OF POKER: THE EFFECT OF SYSTEMIC CHANCE." Journal of Gambling Business and Economics 6, no. 1 (2013): 25–48. http://dx.doi.org/10.5750/jgbe.v6i1.575.

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For more than a millennium, people have been drawn to card games because they provide an interesting and entertaining forum for the elements of chance and skill to play out. Current players risk running afoul of the law when, in the course of play in a game of chance, money is wagered and won or lost. Several recent criminal and civil court actions in the U.S. have focused on the extent to which skill is a factor in the game of poker and this question is the subject of much debate in legal and political arenas. If chance is the driving force underlying the economics of poker, some states are c
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Dreef, Marcel, Peter Borm, and Ben van der Genugten. "On Strategy and Relative Skill in Poker." International Game Theory Review 05, no. 02 (2003): 83–103. http://dx.doi.org/10.1142/s021919890300091x.

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This article presents a generalization of the equilibrium analysis for the simple two-player poker game with alternate bidding of Von Neumann and Morgenstern. It approximates optimal play for this game if it is played with a regular deck of 52 cards and it discusses some strategic insights. In addition, the paper studies the relative skill level of this game.
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işleyen, Filiz, Buket Cinemre, Mehmet Kemal Samur, Semiha Şen Kaya, Neşe Zayim, and Kemal Hakan Gülkesen. "A Web-based Game for Teaching Facial Expressions to Schizophrenic Patients." Applied Clinical Informatics 08, no. 03 (2017): 719–30. http://dx.doi.org/10.4338/aci-2016-10-ra-0172.

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SummaryBackground: Recognizing facial expressions is an important social skill. In some psychological disorders such as schizophrenia, loss of this skill may complicate the patient’s daily life. Prior research has shown that information technology may help to develop facial expression recognition skills through educational software and games.Objectives: To examine if a computer game designed for teaching facial expressions would improve facial expression recognition skills of patients with schizophrenia.Methods: We developed a website composed of eight serious games. Thirty-two patients were g
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Schmierbach, Mike, Mun-Young Chung, Mu Wu, and Keunyeong Kim. "No One Likes to Lose." Journal of Media Psychology 26, no. 3 (2014): 105–10. http://dx.doi.org/10.1027/1864-1105/a000120.

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Although scholars of video game enjoyment propose that games are meant to present a reasonable and appropriate challenge to players, not enough research has tested the effects of difficulty on enjoyment or the psychological mechanisms driving this relationship. In an experimental study involving college students (N = 121) playing a casual online tower defense game, we tested the relationship between difficulty and enjoyment and the possible mediating roles played by competency, as specified by self-determination theory, and challenge-skill balance, as specified by flow theory. Path analysis su
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Asshagab, Muhtar, Firmansyah Dlis, and Widiastuti Widiastuti. "Games-Based Needs Analysis of Futsal Skill Exercise for Junior High School Student." ACTIVE: Journal of Physical Education, Sport, Health and Recreation 9, no. 2 (2020): 91–95. http://dx.doi.org/10.15294/active.v9i2.37933.

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Futsal is a game that is almost the same as football in general, but some basic techniques are different from football, especially for the young player. They need a fun game and it is easy to understand without written theory. This study aimed to know the needs analysis of the games-based model of futsal skill exercise for Junior High School student. The method used a descriptive qualitative method. The process of collecting data used observation, interview, and questionnaires. The result of the analysis shows that there is no standard guide and less variation of games in futsal playing. The e
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French, Jacqueline A. "AED Switching: A Game of Skill or a Game of Chance?" Epilepsy Currents 17, no. 2 (2017): 103–4. http://dx.doi.org/10.5698/1535-7511.17.2.103.

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Berkman, Robert M. "The Chess and Mathematics Connection: More Than Just a Game." Mathematics Teaching in the Middle School 9, no. 5 (2004): 246–50. http://dx.doi.org/10.5951/mtms.9.5.0246.

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Mathematics educators have known for a long time that competitive games can play a dual purpose in advancing our work. One type of game can act as a vehicle for mastering a certain skill, like “multiplication war,” in which each player lays down two cards and compares the products to determine who wins. A second type is useful for developing thinking strategies that have applications to mathematics. A simple game like “poison apple,” in which each child takes turns removing one or two apples from a tree until one person is stuck with the last apple, helps develops planning, strategizing, and p
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Payne, Ian. "Did the Anglo-Saxons Play Games of Chance? Some Thoughts on Old English Board Games." Antiquaries Journal 86 (September 2006): 330–45. http://dx.doi.org/10.1017/s0003581500000184.

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H J R Murray, the distinguished board games historian, stated categorically in 1952 that the popular Germanic game of tæfl (more specifically referred to in a ninth- to twelfth-century Norse context as hnefatafl), a game entirely of skill, was the only board game played in Anglo-Saxon England. But Old English literary evidence might pose a challenge to Murray's thesis, and could be taken to suggest that the English also played games of chance (perhaps even tabula, an ancestor of backgammon) in the first millennium AD.
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Johnston, Rich D., Tim J. Gabbett, David G. Jenkins, and Michael J. Speranza. "Effect of Different Repeated-High-Intensity-Effort Bouts on Subsequent Running, Skill Performance, and Neuromuscular Function." International Journal of Sports Physiology and Performance 11, no. 3 (2016): 311–18. http://dx.doi.org/10.1123/ijspp.2015-0243.

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Purpose:To assess the impact of different repeated-high-intensity-effort (RHIE) bouts on player activity profiles, skill involvements, and neuromuscular fatigue during small-sided games.Participants:22 semiprofessional rugby league players (age 24.0 ± 1.8 y, body mass 95.6 ± 7.4 kg).Methods:During 4 testing sessions, they performed RHIE bouts that each differed in the combination of contact and running efforts, followed by a 5-min off-side small-sided game before performing a second bout of RHIE activity and another 5-min small-sided game. Global positioning system microtechnology and video re
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