Journal articles on the topic 'Video steam'
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Werning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.
Full textDarmadi, Budiono, and M. Rifai. "Pembelajaran STEAM Sebagai Pembelajaran Inovatif." Jurnal Multidisiplin Madani 2, no. 8 (2022): 3469–74. http://dx.doi.org/10.55927/mudima.v2i8.924.
Full textAnnisa, Annisa, Syahmani Syahmani, and Rahmat Yunus. "Pengembangan media pembelajaran sistem akuaponik berbasis STEAM pada pembelajaran IPAS untuk meningkatkan kreativitas siswa SMK." SERIBU SUNGAI: Jurnal Penelitian dan Pengabdian Kepada Masyarakat 1, no. 1 (2023): 26–32. https://doi.org/10.20527/seru.v1i1.200.
Full textRahayu, Endang Yanuarti, Yuliani Nurani, and Sri Martini Meilanie. "Pembelajaran yang terinspirasi STEAM: Menumbuhkan Keterampilan Berpikir Kritis melalui Video Tutorial." Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 7, no. 3 (2023): 2627–40. http://dx.doi.org/10.31004/obsesi.v7i3.4228.
Full textAbu Taha, Mohammed, Wassim Hamidouche, Naty Sidaty, et al. "Privacy Protection in Real Time HEVC Standard Using Chaotic System." Cryptography 4, no. 2 (2020): 18. http://dx.doi.org/10.3390/cryptography4020018.
Full textLiu, Yun Feng, Xian Rong Peng, and Zheng Jin. "Design of a High Definition Video Communication System in Real-Time Network." Applied Mechanics and Materials 347-350 (August 2013): 2012–17. http://dx.doi.org/10.4028/www.scientific.net/amm.347-350.2012.
Full textPuspita, Ika, and Sulasfiana Alfi Raida. "Development of Video Stop Motion Graphic Animation Oriented STEAM (Science, Technology, Engineering, Arts, And Mathematics) on Global Warming Materials in Junior High School." THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING 4, no. 2 (2021): 198. http://dx.doi.org/10.21043/thabiea.v4i2.11895.
Full textRizani, Muhammad Nazhif, Mohd Nor Akmal Khalid, and Hiroyuki Iida. "Application of Meta-Gaming Concept to the Publishing Platform: Analysis of the Steam Games Platform." Information 14, no. 2 (2023): 110. http://dx.doi.org/10.3390/info14020110.
Full textde, Palacio Desiré. "Bariónica: Combining Photography, Philosophy and Astronomy for the ESA/Hubble Ode to Hubble Competition." Communicating Astronomy with the Public Journal 9, no. 2 (2015): 27–32. https://doi.org/10.5281/zenodo.14942627.
Full textSolikhah, Makhfudhotus, Yasmin Mumtaz Tsabitah, Arifatin Rosichah Rahmadani, and Andika Adinanda Siswoyo. "PENERAPAN MODEL STEAM BERBANTUAN VIDEO PEMBELAJARAN DALAM MENINGKATKAN HASIL BELAJAR IPAS MUATAN IPA PADA SISWA." ACTION : Jurnal Inovasi Penelitian Tindakan Kelas dan Sekolah 5, no. 2 (2025): 124–34. https://doi.org/10.51878/action.v5i2.5478.
Full textJung, Seongin. "A Case Study of Convergence Class through Realistic Media: Focusing on Korean Traditional Music Education Using STEAM." Korean Society of Culture and Convergence 45, no. 10 (2023): 757–66. http://dx.doi.org/10.33645/cnc.2023.10.45.10.757.
Full textFerrari, R. J., H. Zhang, and C. R. Kube. "Real-time detection of steam in video images." Pattern Recognition 40, no. 3 (2007): 1148–59. http://dx.doi.org/10.1016/j.patcog.2006.07.007.
Full textSudirman, Dodick Zulaimi, Yaya Heryadi, Harco Leslie Hendric Spits Warnars, Benfano Soewito, Ford Lumban Gaol, and Edi Abdurachman. "Comparison of Xbox One and Steam Joystick-based Operating System User Interface using KLM- GOMS." Journal of Games, Game Art, and Gamification 5, no. 2 (2021): 58–64. http://dx.doi.org/10.21512/jggag.v5i2.7480.
Full textCaballero, José Antonio Caballero. "Multiverso: Rock'n'Astronomy." Communicating Astronomy with the Public Journal 6, no. 1 (2012): 6–8. https://doi.org/10.5281/zenodo.14890766.
Full textCabrera Medina, Jaime Malqui, Irlesa Indira Sánchez Medina, and Boris Alberto Céspedes Muñoz. "inclusion engineer with STEAM in the educational institution." Ingeniería Solidaria 18, no. 3 (2022): 1–23. http://dx.doi.org/10.16925/2357-6014.2022.03.10.
Full textTeja, Andreas S., Muhammad Lukman I. Hanafi, and Nunung Nurul Qomariyah. "Predicting Steam Games Rating with Regression." E3S Web of Conferences 388 (2023): 02001. http://dx.doi.org/10.1051/e3sconf/202338802001.
Full textPratama, Lalu Nadra Ananda, and Rusminah Rusminah. "Pengaruh Electronic Word of Mouth dan Perceived Ease of Use Terhadap Keputusan Pembelian Video Game pada Platform Steam." ALEXANDRIA (Journal of Economics, Business, & Entrepreneurship) 5, no. 1 (2024): 119–24. http://dx.doi.org/10.29303/alexandria.v5i1.579.
Full textŽmuk, Berislav. "Performance analysis of the Croatian video game industry." Croatian review of economic, business and social statistics 10, no. 1 (2024): 13–26. http://dx.doi.org/10.62366/crebss.2024.1.002.
Full textPearce, Daniel Roy, Mayo Oyama, Danièle Moore, and Kana Irisawa. "Plurilingualism and STEAM." International Journal of Bias, Identity and Diversities in Education 5, no. 2 (2020): 1–23. http://dx.doi.org/10.4018/ijbide.2020070101.
Full textWardhana, Yusra Sakti, and Ayundyah Kesumawati Ayundyah Kesumawati. "Implementasi Klasifikasi Naive Bayes dan Pemodelan Topik dengan Latent Dirichlet Allocation untuk Data Ulasan Video Game Lokal Pada Platform Steam." Emerging Statistics and Data Science Journal 1, no. 3 (2023): 345–53. http://dx.doi.org/10.20885/esds.vol1.iss.3.art41.
Full textHilda Maulidiansy, Novaliyosi, and Aan Hendrayana. "E-Motivector (E-Modul Interaktif Berbantuan Video Creator) yang Mendukung Pembelajaran STEAM." Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika 6, no. 2 (2023): 336–46. http://dx.doi.org/10.30605/proximal.v6i2.2742.
Full textHaditira, Ragil, Danang Triantoro Murdiansyah, and Widi Astuti. "Analisis Sentimen pada Steam Review Menggunakan Multinomial Naïve Bayes dan Seleksi Fitur Gini Index Text." KOMPUTEK 8, no. 2 (2024): 71–78. https://doi.org/10.24269/jkt.v8i2.2981.
Full textRotua Marbun, Haryanto, and Aulia Sanova. "Pengembangan Video Pembelajaran Berbasis PjBL-STEAM Pada Materi Koloid Untuk Menumbuhkan Literasi Kimia." Jurnal Pengabdian Masyarakat dan Riset Pendidikan 3, no. 4 (2025): 624–30. https://doi.org/10.31004/jerkin.v3i4.421.
Full textPangestu, Bryan Arya, and Iriani Iriani. "Analisa Kepuasan Pelanggan Pada Platform Game Steam dengan Metode Importance Performance Analysis (IPA)." JUMINTEN 3, no. 2 (2022): 49–60. http://dx.doi.org/10.33005/juminten.v3i2.394.
Full textPinandhita, Boy, Fuldiaratman Fuldiaratman, and Aulia Sanova. "Innovative STEAM Learning: Creating Engaging Colloid Material Videos for High School Students Using CapCut." Journal Evaluation in Education (JEE) 6, no. 1 (2024): 34–44. https://doi.org/10.37251/jee.v6i1.1224.
Full textBektiningsih, Bektiningsih, Yulia Maftuhah H, Arum Susilowati, Sumini Sumini, and Anatri Desstya. "PENDEKATAN STEAM BERBASIS VIDEO PEMBELAJARAN PADA MATERI BANGUN DATAR SISI BANYAK." Primary: Jurnal Pendidikan Guru Sekolah Dasar 11, no. 3 (2022): 928. http://dx.doi.org/10.33578/jpfkip.v11i3.8940.
Full textFilipe, Josina, Mónica Baptista, and Teresa Conceição. "Integrated STEAM Education for Students’ Creativity Development." Education Sciences 14, no. 6 (2024): 676. http://dx.doi.org/10.3390/educsci14060676.
Full textWahyudi, Muhammad Iqbal, Allsela Meiriza, Nabila Rizky Oktadini, Pacu Putra, and Putri Eka Sevtiyuni. "Analisis Kepuasan Pengguna Aplikasi Steam Mobile Menggunakan Metode Customer Satisfaction Index (CSI)." Jurnal Ilmiah Media Sisfo 18, no. 1 (2024): 18–26. http://dx.doi.org/10.33998/mediasisfo.2024.18.1.1645.
Full textAdzani, Nadhif Nurul Fajri, Wina Witanti, and Fajri Rakhmat Umbara. "KLASIFIKASI TINGKAT PENJUALAN VIDEO GAME DENGAN MENGGUNAKAN METODE K – NEAREST NEIGHBORS." INFOTECH journal 9, no. 2 (2023): 618–25. http://dx.doi.org/10.31949/infotech.v9i2.7371.
Full textWolke, Nathalie, Daniel Laumann, and Yvonne Webersen. "Interdisciplinary approaches between physics and art using the example of optical experiments and artistic light installations." Physics Education 59, no. 4 (2024): 045008. http://dx.doi.org/10.1088/1361-6552/ad40ee.
Full textYudhanto, Sigied Himawan. "Konteks Persepsi Transcultural Dalam 10 Judul Video Game Di Indonesia." GESTALT 4, no. 1 (2022): 57–68. http://dx.doi.org/10.33005/gestalt.v4i1.110.
Full textTrina, Nazia Afrin, Muntazar Monsur, Nilda Cosco, Leehu Loon, Stephanie Shine, and Ann Mastergeorge. "Rethinking Traditional Playgrounds: Temporary Landscape Interventions to Advance Informal Early STEAM Learning in Outdoors." Education Sciences 15, no. 8 (2025): 952. https://doi.org/10.3390/educsci15080952.
Full textTrina, Nazia Afrin, Muntazar Monsur, Nilda Cosco, Stephanie Shine, Ann Mastergeorge, and Leehu Loon. "The Role of Landscape Elements in Outdoor Learning Environment Design to Facilitate STEAM Learning in Early Years: A Case Study Approach." Children, Youth and Environments 35, no. 1 (2025): 55–81. https://doi.org/10.1353/cye.2025.a959176.
Full textRusnilawati, Rusnilawati, Farizky Rahman, Arief Cahyo Utomo, et al. "SMART E-Learning dengan Pendekatan STEAM-3R Bagi Guru dalam Mewujudkan Program School Well-Being." Buletin KKN Pendidikan 5, no. 2 (2023): 167–79. http://dx.doi.org/10.23917/bkkndik.v5i2.23166.
Full textCamargo, Tamara Carolina de, Caroline Dal Pian Alarcon Rocha, and Kazuko Uchikawa Graziano. "Steam sterilization of previously-assembled laparoscopic instruments." Acta Paulista de Enfermagem 21, no. 3 (2008): 493–97. http://dx.doi.org/10.1590/s0103-21002008000300018.
Full textGoncharov, A. L., A. P. Sliva, I. S. Chulkov, A. V. Chulkova, and I. A. Kharitonov. "Investigation of the effect of electron beam parameters on the characteristics of the steam-gas channel during welding of nickel and titanium alloys." Journal of Physics: Conference Series 2275, no. 1 (2022): 012004. http://dx.doi.org/10.1088/1742-6596/2275/1/012004.
Full textPhillips, Cody, Madison Klarkowski, Julian Frommel, Carl Gutwin, and Regan L. Mandryk. "Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–21. http://dx.doi.org/10.1145/3474682.
Full textCekić, Marko. "Video Games as a Teaching Material." Društvene i humanističke studije (Online) 7, no. 2(19) (2022): 551–70. http://dx.doi.org/10.51558/2490-3647.2022.7.2.551.
Full textPark, Namje. "Korea STEAM Education Program: Video Continuity, Crude Oil of 21st Century—Big Data." Advanced Science Letters 21, no. 3 (2015): 496–98. http://dx.doi.org/10.1166/asl.2015.5820.
Full textFan, Xueliang, Zhihai Jia, Jingjing Zhang, and Xiaoshu Cai. "A video probe measurement system for coarse water droplets in LP steam turbine." Journal of Physics: Conference Series 147 (February 1, 2009): 012065. http://dx.doi.org/10.1088/1742-6596/147/1/012065.
Full textHadi, Yosua Arif, Yuswo Supatmo, Novi Kusumaningrum, and Hardono Susanto. "COMPARISON OF DURATION PLAYING DEFENSE OF THE ANCIENTS-2 VIDEO GAME WITH REACTION TIME." DIPONEGORO MEDICAL JOURNAL (JURNAL KEDOKTERAN DIPONEGORO) 9, no. 6 (2020): 464–68. http://dx.doi.org/10.14710/dmj.v9i6.29332.
Full textLi, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (2021): 129. http://dx.doi.org/10.3390/info12030129.
Full textCroissant, Maximilian, and Madeleine Frister. "A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic." PLOS ONE 16, no. 12 (2021): e0261328. http://dx.doi.org/10.1371/journal.pone.0261328.
Full textHarahap, Yenni Novita, and Jihan Hidayah Putri. "Analisis Kemampuan Literasi Numerasi Anak Disabilitas Intelektual melalui Metode pembelajaran STEAM berbantu Artificial Intelligence." Jurnal Cendekia : Jurnal Pendidikan Matematika 9, no. 1 (2024): 66–79. https://doi.org/10.31004/cendekia.v9i1.3582.
Full textPesetti, A., C. Merello, G. Giambartolomei, M. Raucci, and D. Aquaro. "Experimental Analysis of Steam Condensation Heat Transfer Coefficient in Water Pool at Sub-Atmospheric Pressure." Journal of Physics: Conference Series 2177, no. 1 (2022): 012041. http://dx.doi.org/10.1088/1742-6596/2177/1/012041.
Full textReyes-de-Cózar, Salvador, Carlos Ramírez-Moreno, and Jose María Barroso-Tristán. "A Qualitative Analysis of the Educational Value of Commercial Video Games." Education Sciences 12, no. 9 (2022): 584. http://dx.doi.org/10.3390/educsci12090584.
Full textYungkeun, Park. "Analysis of Teachers' Questions in the STEAM Class for Students with Intellectual Disabilities." Journal of Curriculum and Teaching 11, no. 5 (2022): 205. http://dx.doi.org/10.5430/jct.v11n5p205.
Full textMendes, Leonardo O., Leonardo R. Cunha, and Renio S. Mendes. "Popularity of Video Games and Collective Memory." Entropy 24, no. 7 (2022): 860. http://dx.doi.org/10.3390/e24070860.
Full textTsuchiya, Kanako, and Ikuko Gyobu. "Activating STEAM Learning in Young Children Through Aha-Experiences: Supporting Creativity and Aesthetic Sensitivity in Infants and Toddlers." Education Sciences 15, no. 2 (2025): 117. https://doi.org/10.3390/educsci15020117.
Full textWiyarno, Indro, and Erna Budiarti. "Learning Effectiveness Of STEAM Video Making Fruit Salad In Improving Early Childhood Cognitive Skills." Journal of Scientific Research, Education, and Technology (JSRET) 3, no. 4 (2024): 1583–89. https://doi.org/10.58526/jsret.v3i4.529.
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