Academic literature on the topic 'Warhammer 40,000 (Game)'

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Journal articles on the topic "Warhammer 40,000 (Game)"

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Faux, David, Thesha Thavaraja, and Alana Croucher. "Pandemic modeling with the game of life." American Journal of Physics 91, no. 12 (2023): 1008–14. http://dx.doi.org/10.1119/5.0166146.

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The generalized semi-classical game of life (gSCGOL) is a cellular automaton in which qubits evolve through repeated applications of birth, death, and survival operators. gSCGOL is used to model human–virus interactions during the COVID-19 pandemic by using cell “liveness” to be equivalent to the human population that is vulnerable to the disease. A match to the United Kingdom (UK) daily 7-day average COVID-19 deaths was achieved by daily changes to a parameter V representing the vulnerability of the population to the virus. The model predicts that the first COVID-19 virus entered the UK on December 22, 2019 with an uncertainty of ±1 days. The changes in the vulnerability V elucidate the human response to the unfolding pandemic during 2020, quantifying the impact of the lockdown, the relaxation of restrictions, and the opening and closing of schools. The model predicts that starting the first UK national lockdown one week earlier would have led to 40% fewer COVID-19-related deaths, equivalent to 17 000 lives.
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Bujalance-Moreno, Pascual, Pedro A. Latorre-Román, Rodrigo Ramírez-Campillo, Antonio Martínez-Amat, and Felipe García-Pinillos. "Acute responses to 4 vs. 4 small-sided games in football players." Kinesiology 52, no. 1 (2020): 46–53. http://dx.doi.org/10.26582/k.52.1.7.

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The aim of this study was to examine acute physiological responses, physical fitness parameters and time-motion characteristics associated with a 4-a-side small-sided game in amateur level players. Sixteen male football players (age 23.9±4.2 years) completed one 4-a-side small-sided game with the aim of maintaining ball possession as long as possible. The participants were monitored for external load and physiological parameters, and tested before and after for physical fitness assessment. A Student’s paired t-test was conducted to determine the differences in physical fitness assessment. A repeated measures analysis of variance (ANOVA), with Bonferroni post-hoc test, was used to determine the dynamics of physiological parameters in players, their RPE and time-motion characteristics of SSG. A significant difference was found in 20 m sprint time between before and after the SSG (Δ=+1.3%) . No significant differences were found between bouts or recovery periods for THb and SmO2, nor between HR-related variables (ES=.005-.383). Compared to RPE in bout 1, greater values were observed in bouts 2, 3, and 4 (Δ=+5.3%, p=.008, ES=.40; Δ=+9.6%, p=.002, ES=.98; Δ=+15.1%, p=.000, ES=1.29; respectively). No significant differences were found between bouts for time-motion characteristics. The results demonstrated that RPE responses increased throughout bout periods, whereas the rest of physiological parameters were maintained over the entire protocol. Due to possible fatigue accumulation, physical fitness performance was impaired (sprint) and the external load was reduced over the course of the protocol.
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Szymańska, Elżbieta, Ivan Čillík, and Karolina Szymańska. "Theoretical Assumption And Practical Implications Of Teaching, Diagnosis And Evaluation At School Lessons Of Selected Elements Of The Structure Of Health Related Fitness (H-RF)." Journal of Kinesiology and Exercise Sciences 29, no. 85 (2019): 25–34. http://dx.doi.org/10.5604/01.3001.0013.8547.

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Aim. The aim of the study is to present the results of the conducted pedagogical experiment assessing the adaptation process to continue physical effort for a long time without signs of fatigue by boys aged 10 years. In addition, the author’s original method for evaluating Health-Related Fitness components was presented. Main findings. The pedagogical experiment was carried out during physical education classes with an experimental group comprising boys, using a continuous run for 40 lesson units as a warm-up in the form of running games and a control group performing standard tasks introducing the exercises. In the children from the control group, during the first and last classes of the experiment, during the run, the SPORT TESTER measured cardiovascular response. Experiment effectiveness was assessed based on the results of the analysis of heart rate stabilisation and the results of the 1,000-m run. It was proposed to evaluate the value of the 1-000-m run results compared to other Health-Related Fitness components, using the uni year scoring scale created by the author. Results. During the final stage of the experiment, the process of stabilising exercise heart rate was found in boys from the experimental group, indicating muscle metabolism processes at the oxygen threshold level typical for jogging. All participants of the experiment completed the Punctual train 1,000-m race with a better result than before the experiment. Conclusions. 1. The conducted experiment allowed to achieve positive results in the scope of improving economy of continuous running. Ten-year-old children in the second exam, without signs of greater fatigue, covered a distance of 1,000 m. 2. The proposed fun and game forms can be successfully used to teach continuous runs and serve as a standard and objective tool for assessing endurance. 3. The uni year scoring scale can help students in self-assessment of Health-Related Fitness.
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Kim, Sang Young, and Seoung-Hey Paik. "Developing a Maker Education Program to Foster Integrative Thinking through Problem Discovery." Convergence Education Research Institute, Korea National University of Education 9, no. 2 (2023): 53–77. http://dx.doi.org/10.69742/cer.2023.9.2.53.

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The purpose of this study is to develop a maker program to cultivate convergence thinking. Maker education is a teaching-learning method that learns by making through tinkering in which the teacher is not the host of the class, but the learner is the center and tries in various ways, repeating failure and success. In the course of this research, discovering a problem, exploring various tools and materials to solve the discovered problem, and mimicking the activities shared through the Maker Movement can facilitate the discovery of another problem, from problem discovery to problem solving. It is designed as a structure in which the process up to this point is a virtuous cycle. A maker education program was developed to cultivate students' convergence thinking in the 17-week, 34-hour free grade subject selection class, and the improvement of students' ability to cultivate convergence talent was verified in the class to which the developed program was applied. The results obtained through this study are as follows. First, as a quantitative study, a convergence talent literacy test was conducted, and as a result of analysis through T-verification, a slight increase in numerical improvement was shown, but no significant results were obtained due to the lack of 40 people. Second, as a qualitative research method, it was possible to record learners' answers using a questionnaire, and they answered that they had improved on their own in each aspect of consideration, creativity, convergence, and communication, which are components of the knowledge of convergent talent. In particular, it was confirmed that the word cooperation was mentioned the most, and it became an opportunity to improve consideration and communication as a team project.Third, as an imitation activity for finding a problem, after conducting activities such as modeling activities such as 'Tell me with modeling' and 'Making a 000 chicken' and making a robot hand, learners use the tools they have learned to 'make a parking breaker', ' It was concluded that imitation activities are effective in improving problem discovery ability through the voluntarily choosing a topic to find and solve problems such as 'making a squid game timer' and 'making a paper roller coaster'. Through these research results, it was confirmed that the convergence education program that applied maker education was effective to enhance the creativity and convergence competency of students who will be the main pillars of the future society.
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Budiarti, Erna, and Kartika Nurwita Kurniati. "Developing Children's Creativity Through the TikTok Social Media Platform." JPUD - Jurnal Pendidikan Usia Dini 18, no. 1 (2024): 154–69. http://dx.doi.org/10.21009/jpud.181.11.

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Stimulating children's creativity through social media is important by utilizing platforms that are relevant to their interests and daily interactions. This research aims to determine the benefits of using smartphone technology in stimulating creativity in early childhood through exploratory whipping activities. With the increasing adoption of technology into various aspects of life, including early childhood education, it is important to understand its positive and negative impacts. This research method uses a qualitative approach with a case study approach and focused observation on group B children at RA Al-Islam Petabumi, Seberida District, Indragiri Hulu Regency, Riau Province who are involved in TikTok exploration activities using smartphones. Data collection was carried out through direct observation, interviews, and field notes. This research shows that the use of smartphone technology, especially through applications such as TikTok, can trigger creativity in young children. By taking part in various creative content and challenges on TikTok, children can engage in a process of self-exploration that allows them to develop their creative skills. This shows that social media can be an effective tool for stimulating imagination and innovation in young children. Keywords: early childhood education, creativity, social media TikTok References: Adawiyah, D. P. R. (2020). Pengaruh Penggunaan Aplikasi TikTok Terhadap Kepercayaan Diri Remaja Di Kabupaten Sampang. In Jurnal Komunikasi. https://doi.org/10.21107/ilkom.v14i2.7504 Aditya, B. R., Andrisyah, Ismiatun, A. N., Atika, A. R., & Permadi, A. (2021). Digital disruption in early childhood education: A qualitative research from teachers’ perspective. Procedia Computer Science, 197(2021), 521–528. https://doi.org/10.1016/j.procs.2021.12.169 Aisyah, S., Novita, D., Prastati, T., Chandrawati, T., & Dewi, A. C. (2023). Digital Literacy Learning Module Improves Knowledge of Healthy Food in Indonesian PAUD Students. 11, 31–42. Aktaş, İ. (2022). Research Trends on the Use of Technology in Early Childhood Science Education: Bibliometric Mapping and Content Analysis. In Shanlax International Journal of Education. https://doi.org/10.34293/education.v10is1-aug.4454 Alelaiwi, A., Alghamdi, A., Shorfuzzaman, M., Rawashdeh, M., Hossain, M. S., & Muhammad, G. (2015). Enhanced engineering education using smart class environment. Computers in Human Behavior, 51, 852–856. https://doi.org/https://doi.org/10.1016/j.chb.2014.11.061 Alfoudari, A. M., Durugbo, C. M., & Aldhmour, F. M. (2021). Understanding socio-technological challenges of smart classrooms using a systematic review. Computers & Education, 173, 104282. https://doi.org/https://doi.org/10.1016/j.compedu.2021.104282 Amini, M. (2022). Family Literacy Program for Improving the Ability to Know Letters in Early Childhood. In International Journal of Emerging Issues in Early Childhood Education. https://doi.org/10.31098/ijeiece.v4i2.895 Anisa, M., Putri, R. N., Regina, Y., & Nugraha, D. (2022). Pengembangan Media Tiktok Pada Mata Pelajaran IPS Perubahan Sosial Budaya Sebagai Modernisasi Bangsa Di Sekolah Dasar. In Jurnal Basicedu. https://doi.org/10.31004/basicedu.v6i4.2982 Anisyah, N., Indrawati, Hafizotun, L., Marwah, S., Yumarni, V., & Dn, N. A. (2021). Orang Tua Kreatif Untuk Anak Usia Dini Di Masa Pandemi Covid-19 Melalui Kegiatan Parenting. In Murhum Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.37985/murhum.v2i1.26 Ansari, J. A. N., & Khan, N. M. (2020). Exploring the Role of Social Media in Collaborative Learning the New Domain of Learning. In Smart Learning Environments. https://doi.org/10.1186/s40561-020-00118-7 Antara, I. G. W. S., & Dewantara, K. A. K. (2022). E-Scrapbook: The Needs of HOTS Oriented Digital Learning Media in Elementary Schools. In Journal for Lesson and Learning Studies. https://doi.org/10.23887/jlls.v5i1.48533 Ariani, N. W. T., Gde, D. W. I., & Ketut, W. A. A. (2022). Penerapan Pembelajaran Berbasis Otak Di Paud Dengan Permainan Puzzle. In Pratama Widya Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.25078/pw.v7i1.238 Astuti, R., & Aziz, T. (2019). Integrasi Pengembangan Kreativitas Anak Usia Dini Di TK Kanisius Sorowajan Yogyakarta. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v3i2.99 Azizah, A. R., Samawi, A., & Anisa, N. (2021). Dampak Implementasi Pembelajaran Daring Terhadap Karakter Anak Di Masa Pandemi Covid-19. In Al-Hikmah Indonesian Journal of Early Childhood Islamic Education. https://doi.org/10.35896/ijecie.v5i2.202 Blevins, B., LeCompte, K., & Wells, S. (2014). Citizenship education goes digital. The Journal of Social Studies Research, 38(1), 33–44. https://doi.org/https://doi.org/10.1016/j.jssr.2013.12.003 Budiarti, E., & Yasmin Adar, S. (2023). Impact of Digital Media on Social-Emotional Development in Early Childhood: A Case Study at TK Kartika XX-46 Kendari. Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini, 8(2), 89–98. https://doi.org/10.14421/jga.2023.82-04 Dewi, N. P. S., & Sugito, S. (2022). Digital Fairy Tales: Children’s Literacy Development During the Covid-19 Pandemic. In Indonesian Journal of Educational Research and Review. https://doi.org/10.23887/ijerr.v5i2.49066 Drupadi, R., Nawangsasi, D., Fatmawati, N., & Sugiana, S. (2022). Pengaruh Digital Literasi Terhadap Perilaku Sosial Anak Usia Dini. In Jce (Journal of Childhood Education). https://doi.org/10.30736/jce.v6i2.1084 Fajriati, R., Na’imah, N., Hibana, H., Putro, K. Z., & Labziah, L. (2022). Pola Komunikasi dalam Proses Pembelajaran di Masa Pandemi Covid-19. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(5), 3877–3888. https://doi.org/10.31004/obsesi.v6i5.1730 Fakhriyani, D. V. (2016). Pengembangan Kreativitas Anak Usia Dini. Wacana Didaktika, 4(2), 193–200. https://doi.org/10.31102/wacanadidaktika.4.2.193-200 Given, L. M., Winkler, D., Willson, R., Davidson, C., Danby, S., & Thorpe, K. (2016). Watching Young Children “Play” With Information Technology: Everyday Life Information Seeking in the Home. In Library & Information Science Research. https://doi.org/10.1016/j.lisr.2016.11.007 Guntarto, B., & Sevrina, N. (2018). The Role of Parents in the Use of Media for Early Childhood in Suburban Jakarta. https://doi.org/10.2991/secret-18.2018.12 Hardiyanti, W. D. (2020). Aplikasi Bermain Berdasarkan Kegiatan Seni Lukis Untuk Stimulasi Kreativitas Anak Usia 5-6 Tahun. In Jurnal Pendidikan Anak. https://doi.org/10.21831/jpa.v9i2.31664 Hill, D. L., Ameenuddin, N., Chassiakos, Y. R., Cross, C., Hutchinson, J., Levine, A., Boyd, R., Mendelson, R. A., Moreno, M., & Swanson, W. S. (2016). Media and Young Minds. In Pediatrics. https://doi.org/10.1542/peds.2016-2591 Hunt, E. A. (2023). Media literacy and digital citizenship (B. B. T.-E. of C. and A. H. (First E. Halpern-Felsher (ed.); pp. 372–384). Academic Press. https://doi.org/https://doi.org/10.1016/B978-0-12-818872-9.00144-8 Husnaini, D., & Yaswinda, Y. (2022). Pengaruh Kreasi Kulit Jagung Terhadap Pengembangan Kreativitas Anak Usia 5-6 Tahun. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v6i6.2956 Israwati, I., Lukman, L., & Hamid, A. N. (2022). Efektivitas Media Flashcard Untuk Meningkatkan Kemampuan Kognitif Anak Usia Dini. In Sultra Educational Journal. https://doi.org/10.54297/seduj.v2i1.214 Kafai, Y. B., & Burke, Q. (2015). Constructionist Gaming: Understanding the Benefits of Making Games for Learning. In Educational Psychologist. https://doi.org/10.1080/00461520.2015.1124022 Kisno, Wibawa, B., & Khaerudin. (2022). Digital Storytelling for Early Childhood Creativity: Diffusion of Innovation “3-D Coloring Quiver Application Based on Augmented Reality Technology in Children’s Creativity Development.” In International Journal of Online and Biomedical Engineering (Ijoe). https://doi.org/10.3991/ijoe.v18i10.32845 Kurniasih, S. (2022). Pembelajaran Inovatif Dengan Media Video Untuk Meningkatkan Kemampuan Membaca Permulaan Pada Usia 5-6 Tahun. In Jp2kg Aud (Jurnal Pendidikan Pengasuhan Kesehatan Dan Gizi Anak Usia Dini). https://doi.org/10.26740/jp2kgaud.2022.3.1.87-96 Laidlaw, L., O’Mara, J., & Wong, S. S. H. (2019). ‘This is your brain on devices’: Media accounts of young children’s use of digital technologies and implications for parents and teachers. Contemporary Issues in Early Childhood, 22(3), 268–281. https://doi.org/10.1177/1463949119867400 Latifah, A. (2020). Peran Lingkungan Dan Pola Asuh Orang Tua Terhadap Pembentukan Karakter Anak Usia Dini. In (Japra) Jurnal Pendidikan Raudhatul Athfal (Japra). https://doi.org/10.15575/japra.v3i2.8785 Lestari, N. S., Zulkarnain, Z., & Prisuna, B. F. (2022). Meningkatkan Kreativitas Anak Usia Dini Melalui Strategi Menggambar Dari Angka Di Tk Tunas Bangsa. In Jea (Jurnal Edukasi Aud). https://doi.org/10.18592/jea.v8i1.6242 Literat, I., & Kligler-Vilenchik, N. (2023). TikTok as a Key Platform for Youth Political Expression: Reflecting on the Opportunities and Stakes Involved. In Social Media + Society. https://doi.org/10.1177/20563051231157595 Livingstone, S., Ólafsson, K., & Haddon, L. (2014). Children’s Use of Online Technologies in Europe: A review of the European evidence base. LSE, London: EU Kids Online Revised Edition., 2014(September), 40. Luna-Nevarez, C., & McGovern, E. (2018). On the Use of Mobile Apps in Education: The Impact of Digital Magazines on Student Learning. Journal of Educational Technology Systems, 47(1), 17–31. https://doi.org/10.1177/0047239518778514 Luo, W., Berson, I. R., Berson, M. J., & Li, H. (2021). Are early childhood teachers ready for digital transformation of instruction in Mainland China? A systematic literature review. Children and Youth Services Review, 120, 105718. https://doi.org/https://doi.org/10.1016/j.childyouth.2020.105718 Magdalena, I., Fatakhatus Shodikoh, A., Pebrianti, A. R., Jannah, A. W., Susilawati, I., & Tangerang, U. M. (2021). Pentingnya Media Pembelajaran Untuk Meningkatkan Minat Belajar Siswa Sdn Meruya Selatan 06 Pagi. EDISI : Jurnal Edukasi Dan Sains, 3(2), 312–325. Maharani, D., & Budiarti, E. (2022). Pengaruh Media Digital & Mutu Perangkat Terhadap Kemampuan Bahasa Pada AUD Melalui Konten Youtube. Jurnal Jendela Pendidikan, 2(03), 429–434. https://doi.org/10.57008/jjp.v2i03.240 Mardliyah, S., Yulianingsih, W., & Putri, L. S. R. (2020). Sekolah Keluarga: Menciptakan Lingkungan Sosial Untuk Membangun Empati Dan Kreativitas Anak Usia Dini. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v5i1.665 Marsh, J., Plowman, L., Yamada-Rice, D., Bishop, J. C., Lahmar, J., Scott, F., Davenport, A., Davis, S., French, K., Piras, M., Thornhill, S., Robinson, P., & Winter, P. (2015). Exploring Play and Creativity in Pre- ­ Schoolers ’ Use of Apps: A Report for Early Years Practitioners. Technology and Play, 203. Marwiyati, S., & Istiningsih, I. (2020). Pembelajaran Saintifik Pada Anak Usia Dini Dalam Pengembangan Kreativitas Di Taman Kanak-Kanak. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v5i1.508 Mayar, F., Uzlah, U., Nurhamidah, N., Rahmawati, R., & Desmila, D. (2022). Pengaruh Lingkungan Sekitar Untuk Pengembangan Kreativitas Anak Usia Dini. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v6i5.2665 Montag, C., Yang, H., & Elhai, J. D. (2021). On the Psychology of TikTok Use: A First Glimpse From Empirical Findings. In Frontiers in Public Health. https://doi.org/10.3389/fpubh.2021.641673 Munasti, K., Purnama, S., Winarti, W., Mutmainnah, M., Nessa, R., Fitriani, D., Aziz, U. B. A., Saptiani, S., Rosmiati, R., & Rahmi, R. (2022). Aplikasi TikTok Sebagai Alternatif Perkembangan Anak Usia Dini. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v6i6.2981 Muslikhah, H., & Pamungkas, J. (2022). Penggunaan Ruang Media Audio Visual Pada Kegiatan Pengembangan Seni Sebagai Ajang Kreatifitas Anak. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v6i6.2853 Neumann, M. M. (2020). The Impact of Tablets and Apps on Language Development. Childhood Education, 96(6), 70–74. https://doi.org/10.1080/00094056.2020.1846394 Ott, M., & Pozzi, F. (2012). Digital Games as Creativity Enablers for Children. In Behaviour and Information Technology. https://doi.org/10.1080/0144929x.2010.526148 Prasanti, D., & Aisha, S. (2023). Peningkatan Kreativitas Anak Usia Dini Melalui Permainan Sebagai Edukasi Media Belajar Kreatif Di PAUD Kabupaten Karawang. In Jurnal Gema Ngabdi. https://doi.org/10.29303/jgn.v5i1.319 Rahardaya, A., & Irwansyah, I. (2021). Studi Literatur Penggunaan Media Sosial Tiktok Sebagai Sarana Literasi Digital Pada Masa Pandemi Covid-19. In Jurnal Teknologi Dan Sistem Informasi Bisnis. https://doi.org/10.47233/jteksis.v3i2.248 Ramadhani, P. R., & Fauziah, P. Y. (2020). Hubungan Sebaya Dan Permainan Tradisional Pada Keterampilan Sosial Dan Emosional Anak Usia Dini. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v4i2.502 Ramdani, N. S., Nugraha, H., & Hadiapurwa, A. (2021). Potensi Pemanfaatan Media Sosial Tiktok Sebagai Media Pembelajaran Dalam Pembelajaran Daring. In Akademika. https://doi.org/10.34005/akademika.v10i02.1406 Riwu, G. C. A., & Barus, G. (2023). Tingkat Kemampuan Orang Tua Dalam Meregulasi Penggunaan Smartphone Pada Anak Usia Dini. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v7i2.4010 Rusdawati, R. (2019). Integrasi Teknologi Informasi Dalam Pembelajaran Anak Usia Dini. In Pedagogi Jurnal Ilmu Pendidikan. https://doi.org/10.24036/fip.100.v19i1.421.000-000 Setiawan, D., Hardiyani, I. K., Aulia, A., & Hidayat, A. (2022). Memaknai Kecerdasan Melalui Aktivitas Seni: Analisis Kualitatif Pengembangan Kreativitas Pada Anak Usia Dini. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v6i5.2521 Sinaga, J., & Sinambela, J. (2023). Strategi Pembelajaran Efektif Melalui Permainan: Pengaruh Permainan Lego Dalam Meningkatkan Kreativitas Dan Kepandaian Pada Anak-Anak. https://doi.org/10.61404/jimad.v1i1.63 Sitorus, A. S. (2023). Hubungan Kepercayaan Diri dengan Keterampilan Sosial dan Emosional Anak. 11, 1–7. Solehudin, R. H. (2023). Pengenalan Digital Citizenship di Lingkungan Sekolah Dasar Introduction to Digital Citizenship in Elementary School Environment. 139–151. Solehudin, R. H., Budiarti, E., Hikmat, A., Gunawan, R., Yumirawati, E., Ahmad, N., Nahidl, A., & Anwar, S. (2023).The Effect of Family Economy on Education Opportunities ( Analysis of the Impact of Parents ’ Irregular Income on Millennial Children ’ s Educational Opportunities in the DKI Jakarta Area ). 5, 1095–1107. Sundqvist, P. (2019). Technological Knowledge in Early Childhood Education: Provision by Staff of Learning Opportunities. In International Journal of Technology and Design Education. https://doi.org/10.1007/s10798-019-09500-0 Supratman, S. H., Khuza’i, R., & Suhendi, H. (2022). Efektivitas Dakwah Melalui Media Sosial Tiktok Dalam Meningkatkan Nilai-Nilai Keberagamaan. In Jurnal Riset Komunikasi Penyiaran Islam. https://doi.org/10.29313/jrkpi.v2i1.748 Suryana, D., & Hijriani, A. (2021). Pengembangan Media Video Pembelajaran Tematik Anak Usia Dini 5-6 Tahun Berbasis Kearifan Lokal. In Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini. https://doi.org/10.31004/obsesi.v6i2.1413 Thaharah, A., & Mayar, F. (2022). Dampak Game Online Terhadap Perkembangan Sosial Emosional Anak Usia Dini 5-6 Tahun Di Taman Kanak-Kanak Al-Mukhlisin Pasaman Barat. In Jce (Journal of Childhood Education). https://doi.org/10.30736/jce.v6i2.1110 Timotheou, S., Miliou, O., Dimitriadis, Y., Sobrino, S. V., Giannoutsou, N., Cachia, R., Monés, A. M., & Ioannou, A. (2022). Impacts of digital technologies on education and factors influencing schools’ digital capacity and transformation: A literature review. In Education and Information Technologies (Vol. 28, Issue 6). Springer US. https://doi.org/10.1007/s10639-022-11431-8 Wolfe, S., Rojek, J., McLean, K., & Alpert, G. (2020). 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Carpels, Thomas, Nairn Scobie, Niall G. Macfarlane, and Ole J. Kemi. "Mind the Gap: Comparison of External Load and Load Variation Between a Reserve Team in a 1-Game Week Microcycle and Its First Team in a 2-Game Week Microcycle Within an Elite Professional Soccer Club." Journal of Strength & Conditioning Research, March 20, 2024. http://dx.doi.org/10.1519/jsc.0000000000004734.

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Abstract Carpels, T, Scobie, N, Macfarlane, NG, and Kemi, OJ. Mind the gap: comparison of external load and load variation between a reserve team in a 1-game week microcycle and its first team in a 2-game week microcycle within an elite professional soccer club. J Strength Cond Res XX(X): 000–000, 2023—The aim of this study was to quantify and compare weekly external load and within-week load variation of reserve team players (RES) in a 1-game week microcycle to first team players (FT) in a 2-game week microcycle within the same professional soccer club. External load data were collected between 2017 and 2020 for the following parameters: duration, total distance (TD), total high-speed distance (THSD; >19.8 km·h−1), high-speed distance (HSD; 19.8–25.2 km·h−1), sprint distance (SD; >25.2 km·h−1), number of sprints (number of efforts >25.2 km·h−1), number of high-speed efforts (number of HS efforts >19.8 km·h−1), meters per minute (m·min−1), and high-speed meters per minute (HS m·min−1). First team players were subcategorized into starters (ST) and nonstarters (NST). Intergroup differences in cumulative weekly load and weekly load patterns were statistically analyzed, whereas training monotony (TM) was quantified to assess intragroup, within-week, load variation. Reserve team players showed similar weekly loads to ST, apart from significant differences (p < 0.005) in duration (8%), TD (21%), and HS efforts (16%). Similar to ST, RES showed greater values than NST (p < 0.0005) for duration (10%), TD (9%), THSD (30%), HSD (26%), SD (45%), sprints (40%), and HS efforts (22%). Weekly patterns in RES were different from ST and NST (p < 0.05). Training monotony was highest for NST for all parameters, apart from the number of sprints. Reserve team players need to be prepared to cope with cumulative weekly loads and the lack of recovery between games that ST face. However, when RES become NST, effective loading strategies need to be designed within the limits of 2-game week microcycles to ensure continuous development.
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Dissertations / Theses on the topic "Warhammer 40,000 (Game)"

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Engstrand, Sebastian. "Pricing for the players or the hobbyists? : A look into Games Workshop pricing." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-382581.

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This paper looks into the pricing of Warhammer 40 000 miniature, manufactured by the company Games Workshop. On some internet forums there has been a discussion on whether the prices rise without giving anything in return, and whether the company cares about the players or the hobbyists. To help answer this question the correlation coefficiant between the price of the miniatures in both Pound and the in game Points and between Swedish Krona and in game Points was calculated. If a correlation exist between the two that would mean one gets a relatively similar points return per Pound, Swedish Krona or other currency spent. This was done on 139 different samples of miniatures/units. The results indicates that there is indeed a strong correlation between the two. This could mean that either the price is dependent on the points or vice versa. Higher price leads to higher points though, meaning that the customer get a similar amount of points relative to what they spend in money. This means, from a game perspective you get relatively the same back from you investment. To answer whether one gets something back in return for a higher price, the answer would be a higher amount of points.<br>Syftet med denna uppsats är att undersöka priserna för miniatyrerna tillverkade av företaget Games Workshop för spelet Warhammer 40 000. På flertal internetforum kopplat till Warhammer har det diskuterats kring deras priser och huruvida de bryr sig om spelarna eller de som håller på med det endast som hobby. Frågan är också om priserna höjs utan att ge något i gengäld. För att hjälpa till att svara på just den frågan kommer korrelationskoefficienten uträknas mellan priserna i Svenska kronor, priserna i Engelska Pund och Poängen i spelet. Om korrelationen är stark betyder det att alla konsumenter får relativ lika många poäng per krona eller pund spenderad. Korrelationskoefficienten uträknades på 139 olika insamlade enheter. Resultaten visade på att det fanns en stark korrelation mellan poäng och kostnad i valuta. Dyrare miniatyrer gav mer poäng och billigare miniatyrer leder till färre poäng. Dock har denna uppsats inte svarat på om det är priserna som styr poängen eller vice versa, även om antydan finns att det skulle vara det första. Oavsett betyder detta att, från en spelares perspektiv, får man alltid lika mycket tillbaka i poäng i relation till spenderad valuta.
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Books on the topic "Warhammer 40,000 (Game)"

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Codex. Tau Empire: Warhammer 40,000. Games Workshop, 2005.

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Workshop, Games. Codex Tau. Games Workshop, 2001.

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Codex Tau Empire: Warhammer 40,000. Games Workshop, 2015.

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Smith, Adrian, Andy Chambers, Pete Haines, Graham McNeill, and Alexander Thieme. Codex Tau. Black Library, 2001.

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(Illustrator), John Blanche, ed. Warhammer 40, 000 (Warhammer 40, 000 Codex). Games Workshop, 1998.

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(Illustrator), Wayne England, ed. Warhammer 40, 000 (Warhammer 40, 000 Codex). Games Workshop, 1999.

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(Editor), Lindsey Priestley, and John Blanche (Illustrator), eds. Warhammer 40, 000 (Warhammer 40, 000 Codex). Games Workshop Ltd, 1998.

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Johnson, Jervis. Warhammer 40, 000 (Warhammer 40, 000 Codex). Games Workshop, 1999.

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McVey, Mike. Warhammer 40, 000. Games Workshop, 1994.

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Blanche, John. Warhammer 40, 000. Games Workshop, 1994.

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