Academic literature on the topic 'Wolfenstein: the New Order (Game)'

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Journal articles on the topic "Wolfenstein: the New Order (Game)"

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Pfister, Eugen, and Felix Zimmermann. "“No One is Ever Ready for Something Like This.” – On the Dialectic of the Holocaust in First-Person Shooters as Exemplified by Wolfenstein: The New Order." International Public History 4, no. 1 (2021): 35–46. http://dx.doi.org/10.1515/iph-2021-2020.

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Abstract For almost three decades, the depiction of the Holocaust was considered taboo in digital games. While World War II became a popular historicizing setting for digital games, the crimes of the Nazi regime and the Holocaust in particular remained conspicuously absent. In this article we show that discussions about the fundamental suitability of specific media or media forms for dealing responsibly with the memory of the Nazi regime’s crimes have already taken place several times and that similar arguments can now be applied to the digital game. With this in mind, we pursue the question o
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Krishnaswami, Ravi. "Playing Songwriter." Journal of Sound and Music in Games 1, no. 2 (2020): 68–83. http://dx.doi.org/10.1525/jsmg.2020.1.2.68.

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Video game developers go to great lengths to build worlds that are detailed, immersive, and believable. In addition to non-diegetic score to support the player's journey, in-world music is sometimes created for the radios, performance spaces, and streets that the player will encounter. This essay attempts to explore the collaborative decision-making process that shaped songs for two recent games, Dishonored 2 and Wolfenstein: The New Order. As the lead composer on both projects, I provide a firsthand account of how the songs were conceived, how they were deployed within and beyond the game, an
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Backe, Hans-Joachim. "A Redneck Head on a Nazi Body. Subversive Ludo-Narrative Strategies in Wolfenstein II: The New Colossus." Arts 7, no. 4 (2018): 76. http://dx.doi.org/10.3390/arts7040076.

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This article argues that Wolfenstein: The New Colossus, a AAA First-Person Shooter, is not only politically themed, but presents in itself a critical engagement with the politics of its genre and its player base. Developed at the height of #Gamergate, the game is interpreted as a response to reactionary discourses about gender and ability in both mainstream games and the hardcore gamer community. The New Colossus replaces affirmation of masculine empowerment with intersectional ambiguities, foregrounding discourses of feminism and disability. To provoke its players without completely alienatin
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Heede, Pieter Van den. ""Press Escape to Skip Concentration Camp"? Player Reflections on Engagement with the Holocaust through Digital Gaming." History & Memory 35, no. 1 (2023): 108–40. http://dx.doi.org/10.2979/ham.2023.a885270.

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Abstract: Digital entertainment games about World War II have long omitted references to the Holocaust. This article presents a focus group study on how players discuss their experiences of playing two games that do offer a representation of the Holocaust, Wolfenstein: The New Order and Call of Duty: WWII . It explores questions of digital memory by examining how players reflect on these games as historical representations and, in particular, how they reflect on engaging with the Holocaust through gameplay. To analyze players' reactions to engaging with sensitive and contentious pasts through
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Zahoransky, Valeria, Julian Gutierrez, Paul Harrenstein, and Michael Wooldridge. "Partial Order Games." Games 13, no. 1 (2021): 2. http://dx.doi.org/10.3390/g13010002.

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We introduce a non-cooperative game model in which players’ decision nodes are partially ordered by a dependence relation, which directly captures informational dependencies in the game. In saying that a decision node v is dependent on decision nodes v1,…,vk, we mean that the information available to a strategy making a choice at v is precisely the choices that were made at v1,…,vk. Although partial order games are no more expressive than extensive form games of imperfect information (we show that any partial order game can be reduced to a strategically equivalent extensive form game of imperf
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Moring, Frederick. "New tactics expected in order 636-restructuring game." Natural Gas 9, no. 1 (2008): 17–18. http://dx.doi.org/10.1002/gas.3410090107.

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HASUIKE, TSUTOM, TOSHIHIKO HATTORI, TOSHIO HAYASHI, and SEIICHI WAKAIZUMI. "CP ASYMMETRIES IN NONLEPTONIC DECAY OF NEUTRAL B MESONS FOR THREE AND FOUR GENERATIONS." Modern Physics Letters A 04, no. 25 (1989): 2465–71. http://dx.doi.org/10.1142/s0217732389002756.

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We investigate the effects of CP violation in nonleptonic decays of neutral B mesons (Bd, Bs) in the Kobayashi-Maskawa model through the quark exchange diagram in terms of the Wolfenstein matrix. In our calculation, we use the new data of mixing parameter xd= 0.70±0.13 which is derived from ARGUS and CLEO measurements and the new data on the branching ratio for Bd meson. We obtain the results that CP violating asymmetries for Bd→D+D−, π+π− and K+K− reach about 50% and the number of [Formula: see text] quark pairs needed to detect the asymmetry is O(106~107) at 3σ level, and the asymmetries for
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Li, Ying, Peiluan Li, Changjin Xu, and Yuke Xie. "Exploring Dynamics and Hopf Bifurcation of a Fractional-Order Bertrand Duopoly Game Model Incorporating Both Nonidentical Time Delays." Fractal and Fractional 7, no. 5 (2023): 352. http://dx.doi.org/10.3390/fractalfract7050352.

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In order to maximize benefits, oligopolistic competition often occurs in contemporary society. Establishing the mathematical models to reveal the law of market competition has become a vital topic. In the current study, on the basis of the earlier publications, we propose a new fractional-order Bertrand duopoly game model incorporating both nonidentical time delays. The dynamics involving existence and uniqueness, non-negativeness, and boundedness of solution to the considered fractional-order Bertrand duopoly game model are systematacially analyzed via the Banach fixed point theorem, mathemat
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Gintere, Ieva. "TOWARDS A NEW DIGITAL GAME OF CONTEMPORARY AESTHETICS." SOCIETY. TECHNOLOGY. SOLUTIONS. Proceedings of the International Scientific Conference 1 (April 17, 2019): 18. http://dx.doi.org/10.35363/via.sts.2019.14.

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INTRODUCTION
 This paper partly envisages the research results of the European Regional Development Fund (ERDF) project (see Acknowledgements). The task is to create an innovative digital game in the cross-cutting genres of art game and educational game. The game presents the specific aspects of digital art games and their historical background. Work on the new game will be carried out in a collaboration of the researcher, Dr.art. Ieva Gintere (Vidzeme University of Applied Sciences, Latvia) and the game artist, Mag.art. Kristaps Biters (Latvia). The game is being created in the framework
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Bennis, Lamyae, and Said Amali. "From Learning Game to Adaptive Ubiquitous Game Based Learning." International Journal of Emerging Technologies in Learning (iJET) 14, no. 16 (2019): 55. http://dx.doi.org/10.3991/ijet.v14i16.10701.

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Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements in Technology-Enhanced Learning. By using mobile technology and benefiting from their features we can provide a pervasive learning without being restricted by time and space (Learning anywhere and anytime). GBL over the last decade has played an important role in increasing the motivation of the learner player through the integration of gamification into the learner’s learning process. The combination of the two elements gave birth to a new concept of educational system called Ubiquitous Learnin
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Dissertations / Theses on the topic "Wolfenstein: the New Order (Game)"

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Singal, Raghav. "New Analytics Paradigms in Online Advertising and Fantasy Sports." Thesis, 2020. https://doi.org/10.7916/d8-3cw3-c550.

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Over the last two decades, digitization has been drastically shifting the way businesses operate and has provided access to high volume, variety, velocity, and veracity data. Naturally, access to such granular data has opened a wider range of possibilities than previously available. We leverage such data to develop application-driven models in order to evaluate current systems and make better decisions. We explore three application areas. In Chapter 1, we develop models and algorithms to optimize portfolios in daily fantasy sports (DFS). We use opponent-level data to predict behavior o
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Books on the topic "Wolfenstein: the New Order (Game)"

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Hart, Claudia. New world order: A game of social surrealism. Künstlerhaus Bethanien, 1993.

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Majeed, Tariq. The global game for a new world order. Nadeem Book House, 1995.

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Boyle, Brian. WCW vs. nWo World Tour: The Official Strategy Guide. Prima Games, 1997.

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(Firm), Bethesda Softworks. The art of wolfenstein: The new order. 2014.

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Wolfenstein Official Strategy Guide. Bradygames, 2009.

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Development, Prima, and Prima Temp Authors. Return To Castle Wolfenstein: Prima's Official Strategy Guide. Prima Games, 2001.

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Development, Prima. Return to Castle Wolfenstein: Operation Resurrection: Prima's Official Strategy Guide for PlayStation 2. Prima Games, 2003.

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Hammack, Allen, Merle Rasmussen, James Carpio, and Jayson Elliot. Top Secret : Espionage Role-Playing Game : New World Order: New World Order. Solarian, LLC, 2017.

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Wolfe, Sean Fay. The new order. 2015.

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Hassall, Kevin. Robotech: New World Order : Robotech Sourcebook. Palladium Books, 1995.

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Book chapters on the topic "Wolfenstein: the New Order (Game)"

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Chikrii, Arkadii, and Ivan Matychyn. "Game Problems for Fractional-Order Systems." In New Trends in Nanotechnology and Fractional Calculus Applications. Springer Netherlands, 2009. http://dx.doi.org/10.1007/978-90-481-3293-5_19.

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Dixon, Alex, Ranko Lazić, Andrzej S. Murawski, and Igor Walukiewicz. "Leafy automata for higher-order concurrency." In Lecture Notes in Computer Science. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-71995-1_10.

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AbstractFinitary Idealized Concurrent Algol ($$\mathsf {FICA}$$ FICA ) is a prototypical programming language combining functional, imperative, and concurrent computation. There exists a fully abstract game model of $$\mathsf {FICA}$$ FICA , which in principle can be used to prove equivalence and safety of $$\mathsf {FICA}$$ FICA programs. Unfortunately, the problems are undecidable for the whole language, and only very rudimentary decidable sub-languages are known.We propose leafy automata as a dedicated automata-theoretic formalism for representing the game semantics of $$\mathsf {FICA}$$ FI
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Demmer, Christine. "The Decolonisation Process Without Independence in the Light of Changes in the Nickel Sector in New Caledonia." In Geographies of New Caledonia-Kanaky. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-49140-5_9.

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AbstractFrom the Matignon-Oudinot Accords of 1988 onwards, the pro-independence parties agreed to play the economic development game proposed by the State in order to reduce the glaring inequalities between Indigenous Kanaks and non-Kanaks. The FLNKS (Front de Libération Nationale Kanak et Socialiste) took up the challenge in two of the three provinces, where Kanak people were in the majority, and the pro-independence coalition tried to establish a form of economic sovereignty by claiming partial public control of the “country’s” main resource, nickel. The story of the stages of this mining na
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Paquet, Hugo. "Bayesian strategies: probabilistic programs as generalised graphical models." In Programming Languages and Systems. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72019-3_19.

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AbstractWe introduceBayesian strategies, a new interpretation of probabilistic programs in game semantics. This interpretation can be seen as a refinement of Bayesian networks.Bayesian strategies are based on a new form ofevent structure, with two causal dependency relations respectively modelling control flow and data flow. This gives a graphical representation for probabilistic programs which resembles the concrete representations used in modern implementations of probabilistic programming.From a theoretical viewpoint, Bayesian strategies provide a rich setting for denotational semantics. To
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Bracho, Gerardo. "Failing to Share the Burden: Traditional Donors, Southern Providers, and the Twilight of the GPEDC and the Post-War Aid System." In The Palgrave Handbook of Development Cooperation for Achieving the 2030 Agenda. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-57938-8_17.

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AbstractIn 2011 the International Community came together in Busan to create the Global Partnership for Effective Development Co-operation (GPEDC) as a common space to promote aid effectiveness. By 2014, however, the main providers of South-South cooperation (China, India, and Brazil) had left the GPEDC. This chapter seeks to understand why. Using an abstract model inspired by game theory to analyse the situation, it concludes that the main cause was that traditional donors and new Southern providers failed to agree on a consensual burden-sharing formula. The episode, meaningful in itself, ill
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Koutavas, Vasileios, Yu-Yang Lin, and Nikos Tzevelekos. "From Bounded Checking to Verification of Equivalence via Symbolic Up-to Techniques." In Tools and Algorithms for the Construction and Analysis of Systems. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99527-0_10.

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AbstractWe present a bounded equivalence verification technique for higher-order programs with local state. This technique combines fully abstract symbolic environmental bisimulations similar to symbolic game semantics, novel up-to techniques, and lightweight state invariant annotations. This yields an equivalence verification technique with no false positives or negatives. The technique is bounded-complete, in that all inequivalences are automatically detected given large enough bounds. Moreover, several hard equivalences are proved automatically or after being annotated with state invariants
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Gansner, Meredith, Nicholas C. Jacobson, Lisa A. Marsch, and Randy Kulman. "Digital Therapeutics in Child Psychiatry: Harnessing Technology to Treat Pediatric Mental Health." In Handbook of Children and Screens. Springer Nature Switzerland, 2024. https://doi.org/10.1007/978-3-031-69362-5_23.

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AbstractInnovations in interface design have made digital mediums increasingly appealing to children and adolescents. Today’s youth adapt quickly to new digital technologies, from smartphones to video game consoles. These factors have fueled interest in digital therapeutics to augment existing treatment modalities for various pediatric diseases. Digital therapeutics use gamification, momentary symptom assessment, and sensor-based data collection to provide immediate feedback to users in order to teach skills and manage maladaptive thoughts and behaviors. The first Food and Drug Administration
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Andiloro, Andrea. "Video Game Immersion as Bodily Atmospheric Attunement." In States of Immersion Across Media. Amsterdam University Press, 2025. https://doi.org/10.5117/9789048558766_ch20.

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This chapter deploys the concept of atmosphere in its consideration of video game immersion, arguing that a game’s atmosphere, a neglected topic until recently within game studies, is critical to the gaming experience. Through a phenomenological approach, the chapter underscores the importance of the player’s bodily experiences, and it highlights how these experiences and the game’s atmosphere interweave to foster immersion. Using examples from specific video games, such as Super Mario Bros., Castlevania, Dark Souls, and Wolfenstein: The New Order, the author elucidates how design elements inf
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"21 “We do not pray, we invent”: Jews, Judaism, and Jewish Mysticism in the Video Game “Wolfenstein: The New Order”." In Religious Stories in Transformation: Conflict, Revision and Reception. BRILL, 2016. http://dx.doi.org/10.1163/9789004334816_022.

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Bohm, D. "Indication of a New Order in Physics." In The Rules of the Game. Routledge, 2013. http://dx.doi.org/10.4324/9781315014272-25.

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Conference papers on the topic "Wolfenstein: the New Order (Game)"

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Lorthioir, Guillaume, and Katsumi Inoue. "Design Adaptive AI for RTS Game by Learning Player's Build Order." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/737.

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Digital games have proven to be valuable simulation environments for plan and goal recognition. Though, goal recognition is a hard problem, especially in the field of digital games where players unintentionally achieve goals through exploratory actions, abandon goals with little warning, or adopt new goals based upon recent or prior events. In this paper, a method using simulation and bayesian programming to infer the player's strategy in a Real-Time-Strategy game (RTS) is described, as well as how we could use it to make more adaptive AI for this kind of game and thus make more challenging an
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Grosu, Corina, and Marta Grosu. "NEW WAYS OF LEARNING: SPAPS – A GAME FOR LEARNING MATHEMATICAL STATISTICS." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-028.

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The authors’ intention is to show that mathematical statistics can be learned by means of an adventure computer game. Probability and mathematical statistics provide students with the means for analyzing the environment, for establishing a mathematical model and for elaborating a prognosis. These 3 steps can be transformed in levels of a serious game. Thus, modeling reality while teaching probability and mathematical statistics can be done with a game called SPAPS, built by the authors in the Unity3d game engine. Objects, characters and some animations were realized by using Autodesk 3ds Max’
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Kutun, Bahar, Alke Martens, and Werner Schmidt. "MOTIVATIONAL POWER OF GAMIFICATION: THE EFFECT OF PLAYFUL LEARNING ON PSYCHOLOGICAL NEEDS OF SELF-DETERMINATION THEORY." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end117.

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Gamification, i.e. the integration of game design elements into a non-gaming environment, aims to increase users’ engagement and motivation to achieve their goals regarding a given task. It is placed at the border between formal and informal learning approaches. Motivational difficulties are well known in educational settings, especially in Computer Science, where strict formal content meets very playful computer gamers. Hence, we followed the approach of gamification to raise the motivation of learners in the field of Business Process Management (BPM) lifecycle. We developed a board rallye ga
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Florea, Adrian, Elimelec Burghelea, Delilah Florea, and Arpad Gellert. "MINIGL: GAME AND LEARNING." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-027.

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"Learning may be boring! Try different games in the morning!" We just paraphrased a radio formula in order to explain that it is not need to force students to learn, but we can offer them attractive ways of acquiring knowledge, for example a game. Because nowadays almost every person has a smartphone, and students use smartphones more than PCs, we build games available to mobile devices (smartphone, tablets). Thus, even if they play simple exercises, their brain is working. Furthermore, by a mechanism of reward, they are motivated and want to play again in order to improve their performance, s
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Stefan, Livia, and Florica Moldoveanu. "GAME-BASED LEARNING WITH AUGMENTED REALITY - FROM TECHNOLOGY AFFORDANCES TO GAME DESIGN AND EDUCATIONAL SCENARIOS." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-124.

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The Augmented Reality (AR) is a computer technology which allows that on a camera live-view stream different computer-generated content is overlapped, in a dynamic manner, tracking the user's movements and change of view. AR is considered to support a new immersive visualization paradigm and a natural human-computer interaction. That is why the AR technology is adopted in educational projects to mediate an enhanced visual and cognitive perception. Recently it is used for entertainment purposes, including for creation of AR games, or in public installations using kinetic input devices. On the o
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Balan, Oana, Alin Moldoveanu, Anca Morar, and Florica Moldoveanu. "FROM GAME DESIGN TO GAMIFICATION AND SERIOUS GAMING - HOW GAME DESIGN PRINCIPLES APPLY TO EDUCATIONAL GAMING." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-047.

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This paper aims to review the issues related to designing rich interaction paradigms in the context of serious games and 3D virtual environments for educational purposes. Serious games are applications specifically designed for training users to acquire particular skill sets. They possess the ability to draw the player's attention and give him the feeling of uniqueness and individualization in the environment, building knowledge based on connecting a new experience with a previous one. The effectiveness of a virtual environment is influenced by various factors, such as sense of presence (the f
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Kucheruk, Irina. "Peculiarities of cultural part of New Great Game in the Caspian region in terms of games." In "The Caspian in the Digital Age" within the framework of the International Scientific Forum "Caspian 2021: Ways of Sustainable Development". Dela Press Publishing House, 2022. http://dx.doi.org/10.56199/dpcsebm.ylxp7419.

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The Caspian region having cross-boundary specifics is now a center of attraction for various countries and powers that are interested in hydrocarbon reserves of the region, its geopolitical location and political impact on the Caspian countries that include former Soviet states in order to achieve their own geopolitical goals. Under these circumstances, the Russian Federation needs to choose the dominant strategy of action in the region that will enable to activate the relations between Russia and the Caspian states in various spheres including cultural and humanitarian cooperation. A cultural
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Putz, Thomas. "THE PROJECT LABOUR MARKET IN TOUCH: NEW NON-ROUTINE SKILLS VIA MOBILE GAME-BASED LEARNING." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-150.

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The project Labour Market in Touch: new non-routine skills via mobile game-based learning is implemented from November 2010 until October 2012, involves people from 8 project partners in 7 European countries (SE, LT, IT, UK, FR, AT, BG), enables nearly 1600 person-days resources, involves more than 600 employees in more than 100 SME all over Europe is supported by the EC in the Lifelong Learning Programme . This 2 years project aims to spread an innovative approach enabling new generations of workers from business services SMEs to develop their crucial non-routine skills via mobile Learning. O
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Herman, Cosmin, Carmen Epure, Anca Mustea, Ovidiu Morariu, and Elena Dochie. "SKILL GENERATOR ASSESSMENT GAME." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-190.

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The workshop aims to show the methodes used for the developing of the transversal Skill Generator Assessment Game. The objectives are: - Enhancing digital integration in learning, teaching, training and youth work at various levels; - Promoting entrepreneurship education and social entrepreneurship among young people. The workshop describes the steps for developing an ICT-based education tool simulating real life situations in order to support apprentices/VET students to enhance and foster transversal skills needed by the current labor market. The score system embedded within the e-learning to
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Blasselle, Alexis, Christophe Bouvier, Gaetan Calvar, and Louis Floch. "The Sea Striker: Foilers are back in the game." In SNAME International Conference on Fast Sea Transportation. SNAME, 2021. http://dx.doi.org/10.5957/fast-2021-025.

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This paper presents how the recent evolutions of naval missions, threats and operation theatres have led to the need for a new kind of surface players in the modern warfare. Then, an innovative surface combatant, the Sea Striker, is introduced and her various assets and advantages explained and detailed, along with her limitations. Finally, some example of computation of Measure of Performance in different scenario are exposed, followed by a brief analysis and contextualization in order to justify the relevance of using ships like the Sea Striker in various naval operations.
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Reports on the topic "Wolfenstein: the New Order (Game)"

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Ali, Salman. Covid-19 and Our Response as Muslim Society. Islamic Development Bank Institute, 2020. http://dx.doi.org/10.55780/re24009.

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Pandemics, big wars, revolutions, and catastrophic natural disasters have been the game changers and the responsible factors in creating new world order throughout history. They brought about major changes through which the pre- and post-event worlds became very different. The coronavirus pandemic is fast becoming one of those world-changing events.
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Lunn, Pete, Elish Kelly, and Nick Fitzpatrick. Keeping Them in the Game: Taking Up and Dropping Out of Sport and Exercise in Ireland. ESRI, 2013. http://dx.doi.org/10.26504/rs33.

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Keeping them in the Game, commissioned by the Irish Sports Council and compiled by ESRI researchers, provides evidence for policy from three large nationally representative surveys of activity, covering everyone from primary school children to older adults. In launching the report Minister Michael Ring highlighted “the importance of having research of this quality in order to inform important policy decisions around trying to increase the number of Irish people taking part in sport throughout their lives". Key findings include: Almost all primary schoolchildren engage in regular sporting activ
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Zeba, Mattia, Roberta Medda-Windischer, Andrea Carlà, and Alexandra Cosima Budabin. Civic Education as Preventive Measure and Inclusionary Practice. Glasgow Caledonian University, 2025. https://doi.org/10.59019/ddzh5n65.

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In the framework of the D.Rad project, WP10 – entitled Civic education as preventive measure and inclusionary practice – seeks to prevent youth radicalisation through civic education and to identify new pedagogical methods and interactive, participatory tools for building pro-social resilience to radical ideologies. We consider as ‘civic education programs’ all those initiatives of instruction that aim at affecting “people’s beliefs, commitments, capabilities, and actions as members or prospective members of communities”1, as well as foster critical thinking and promoting “civic engagement and
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