Academic literature on the topic 'Word game-based'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Word game-based.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Word game-based"

1

Zhang, Yimeng, Zeqi Zhao, and Jinfan Bai. "WORDLE Game Prediction Based on BP Neural Network and Other Models." Highlights in Science, Engineering and Technology 72 (December 15, 2023): 1181–88. http://dx.doi.org/10.54097/gwfw3429.

Full text
Abstract:
The purpose of this paper is to study the factors that affect the difficulty level of words in word games and the related content of their reported results. This paper provides a detailed analysis of the factors that influence the difficulty level of a word and the variability of reported results in word games. The research highlights the efficacy of using a BP neural network for predicting the distribution of reported results, and the findings have important implications for both game developers and players. After dividing the difficulty of words in word games, the model in this article has a
APA, Harvard, Vancouver, ISO, and other styles
2

Shen, Junjie. "Using Mobile game-based English Vocabulary Learning Apps to Improve Vocabulary Acquisition in Primary School." Journal of Education, Humanities and Social Sciences 8 (February 7, 2023): 82–86. http://dx.doi.org/10.54097/ehss.v8i.4230.

Full text
Abstract:
With the rapid development of game-based word memorization apps, little evidence suggests that it to some extent, affects students' vocabulary acquisition. This paper aims to identify whether mobile learning apps with game functions would have a positive influence on primary school students' English word learning. Also, this paper describes the function, acceptability, and problem, thereby providing several suggestions for game-based English vocabulary learning apps. The conclusion is that mobile game-based vocabulary learning app largely motivates students to learn English words.
APA, Harvard, Vancouver, ISO, and other styles
3

Ibrahim, Nurulhuda, Chun Sheng Chan, and Kah Yan Low. "THE POTENTIAL OF DIGITAL GAME-BASED LEARNING FOR ENGLISH VOCABULARY ACQUISITION AMONG MALAYSIAN ADOLESCENTS." Journal of Information System and Technology Management 7, no. 29 (2022): 144–54. http://dx.doi.org/10.35631/jistm.729013.

Full text
Abstract:
English is one of the mandatory subjects in primary and secondary school. However, few young Malaysians are proficient in the language, especially those living in rural areas. This study investigates the potential of using a word-search puzzle game as an alternative learning tool for English vocabulary acquisition. A word-search puzzle game was designed and developed. Additional dictionary features, such as words’ definitions, synonyms, antonyms, and pronunciation, are included in the word-search puzzle game. An online survey was conducted to evaluate the game experience (i.e. game flow and ga
APA, Harvard, Vancouver, ISO, and other styles
4

Jo, Jaechoon, Wonhui Yu, Kyu Han Koh, and Heuiseok Lim. "Development of a Game-Based Learning Judgment System for Online Education Environments Based on Video Lecture: Minimum Learning Judgment System." Journal of Educational Computing Research 56, no. 6 (2017): 802–25. http://dx.doi.org/10.1177/0735633117734122.

Full text
Abstract:
We propose a minimum learning judgment system that is appropriate for online learning environments, and we verify this minimum learning judgment system through various experiments. By focusing on the learning effort, this system can easily and quickly determine whether learners have exerted the minimum effort required for learning. To do this, the system automatically generates a word game and determines whether minimum learning has taken place through the results of the word game. To verify the minimum learning judgment system, we conducted a comparative experiment on the importance of high-f
APA, Harvard, Vancouver, ISO, and other styles
5

Zhou, Yixi, Hanyang Cao, and Xuanbo Jia. "Analysis of Wordle Game Mechanism Based on LSTM and MLP." Highlights in Science, Engineering and Technology 41 (March 30, 2023): 218–25. http://dx.doi.org/10.54097/hset.v41i.6818.

Full text
Abstract:
This paper uses data analysis, deep learning and natural language processing techniques to study the difficulty and result distribution of word guessing based on the Wordle game mechanism. First, a three-layer LSTM model is established to predict the number of reported results, and the correlation between word factors and guessing difficulty is analyzed. Next, a multi-sequence LSTM model combined with NLP models is established to predict the result distribution of specific words at specific times. Finally, an MLP classification model is built to classify the difficulty of words.
APA, Harvard, Vancouver, ISO, and other styles
6

Jiang, Lingwen. "Word data prediction based on statistical method." Transactions on Computer Science and Intelligent Systems Research 5 (August 12, 2024): 1662–70. http://dx.doi.org/10.62051/92ed6d91.

Full text
Abstract:
Puzzle game wordle has been wildly popular since its launch, its simple and unique game rules have generated a lot of data while gaining a large number of users in a short period of time, making wordle prediction a hot topic. In this paper, we construct four models based on the properties of words: interpretive prediction report counting model, correlation judgment model, percentage prediction model and word difficulty category classification model to provide a solution for predicting words. In order to measure the difficulty of words, we evaluated the words from two aspects of commonality and
APA, Harvard, Vancouver, ISO, and other styles
7

Gui, Xin, Chen Su, and Keyu Pan. "Information Theory-based Wordle Game Word Difficulty Classification and Dynamic Planning Optimization Research." Highlights in Science, Engineering and Technology 68 (October 9, 2023): 95–107. http://dx.doi.org/10.54097/hset.v68i.11971.

Full text
Abstract:
Wordle has gained popularity as a word-guessing game. This study aims to describe the difficulty attributes of target words in Wordle and categorize them based on their difficulty. After two rounds of word guessing, this paper calculated the average mutual information for the third-round correct answers. This data was utilized to build a K-means classification model, categorizing words into three distinct groups: easy, normal, and hard. For instance, the word "EERIE" has an average mutual information of 8.997 bits, categorizing it as a word of 'hard' difficulty. Given the vast number of words
APA, Harvard, Vancouver, ISO, and other styles
8

Xiong, Chen, Xinbo Yang, and Jiahui Zhang. "Wordle word difficulty classification based on K-means." Highlights in Science, Engineering and Technology 82 (January 26, 2024): 19–26. http://dx.doi.org/10.54097/6e8q3v02.

Full text
Abstract:
Wordle is a popular word-guessing game, and the analysis of Wordle games will play an important role in updating its iterations. In this paper, a word difficulty classification model based on K-means cluster analysis is developed. Clustering the dataset of the number of times required for word guessing, the words can be classified into three categories according to their difficulty: hard, medium and easy, with the corresponding labels of 3, 2 and 1. The attributes of the words in each category were counted and analyzed to arrive at the following: 1) The more common the word, the less difficult
APA, Harvard, Vancouver, ISO, and other styles
9

Wu, Zidong. "Machine Learning based Data Analysis for Wordle Game." Frontiers in Computing and Intelligent Systems 4, no. 3 (2023): 117–20. http://dx.doi.org/10.54097/fcis.v4i3.11237.

Full text
Abstract:
As wordle game is becoming more and more popular all over the world, the study of the intrinsic patterns and problem-solving techniques of the game has become a popular topic. In this paper, we obtained daily result files of wordle over a period of time, which included data such as words of the day, the number of people who reported their scores on the day, and the number of players who entered the difficult mode, and further analyzed the data. In order to predict the results reported on a future day, this paper first eliminates the abnormal data in the dataset, and then builds the LSTM model
APA, Harvard, Vancouver, ISO, and other styles
10

Liu, Ruichen, Yinxi Li, and Mengdan Li. "Result Prediction of Wordle Word Guessing Game Based on SVM And BP Neural Network Multi-Input-Multi-Output Regression Prediction Model." Highlights in Science, Engineering and Technology 70 (November 15, 2023): 175–82. http://dx.doi.org/10.54097/hset.v70i.12178.

Full text
Abstract:
Wordle is a popular daily puzzle game in which players can guess a five-letter word in six or fewer attempts. In order to predict the distribution column of user participation and guessing results, this paper established a support vector machine (SVM) regression model based on the historical data set of game results to predict the number of reports on March 1, 2023. Then, by extracting attribute features such as word frequency from words, the relationship between word attribute and report quantity under difficult mode is studied through multiple regression analysis and correlation coefficient
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Word game-based"

1

Jacobi, Gabriel. "Interacting with Words: Development of a text-based game on language." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24015.

Full text
Abstract:
This paper describes the development process of an Interactive Fiction game focused on the theme oflanguage. The paper includes a brief description of the history of the genre and its definitions, a discussionabout its multiple variations and attributes, and an overview of some examples that handled similar subjects.Then it considers some of the unique properties of the written language and examines language as both ashared and subjective relationship with reality . This is followed by a description of tools and methodsadopted in the design process and how the development went — from initial r
APA, Harvard, Vancouver, ISO, and other styles
2

Toro-Troconis, Maria. "Game-based learning for virtual patients in Second Life®." Doctoral thesis, Luleå tekniska universitet, Arbetsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-25863.

Full text
Abstract:
In the field of medicine, various representative simulations have been developed to support the decreasing number of learning opportunities with real patients; the use of virtual patients is among them. Virtual patients are real-life clinical scenarios used for the purpose of medical education. They usually follow a linear or branching approach and they are usually accessed via a computer browser or as part of a computer programme. The purpose of this thesis was to design, and develop a platform for the delivery of virtual patients following a game-based approach in the virtual world of Second
APA, Harvard, Vancouver, ISO, and other styles
3

Ito, Tsuyoshi. "Das evolutionäre Lernspiel-Konzept : eine Kombination aus Game-based Learning und Web 2.0 /." kostenfrei, 2009. http://opac.nebis.ch/exlibris/aleph/u18_1/apache_media/D65MHLY9YMSHSA2JSGEDFX8TV74F7T.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Barauskas, Nerijus. "Kosminio žingsninio strateginio žaidimo kūrimas. Game engine projektavimas ir realizavimas." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100907_094605-09824.

Full text
Abstract:
Darbas skirtas sukurti žaidimo variklio pasaulio modelį palaikantį modulį. Darbo metu buvo atlikta žaidimo pasaulio modelio poreikių analizė ir suprojektuotas pasaulio modelį palaikantis modulis. Pagal šį projektą buvo sukurtas pasaulio modelį palaikantis įrankis bei jo efektyvumą kontroliuojantis pagalbinis įrankis. Sukurtas įrankis leidžia realizuoti ne vieną kosminio žingsninio strateginio žaidimo pasaulio modelį, turintį kiek įmanoma mažiau apribojimų.<br>The purpose of this work is to create a module that supports the world concept, for the game engine. In the course of this work requirem
APA, Harvard, Vancouver, ISO, and other styles
5

Engslätt, Frida. "Technology and Gamification at Work." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208970.

Full text
Abstract:
Activity-based workplaces are offices where the employees share workplaces and choose where to work based on their current activity. The aim is to make the work more efficient, but studies have shown that activity-based workplaces are not being used as intended. This can create different types of friction for employees, and produce negative energy, decreasing the employee satisfaction and efficiency in the workplace. Gamification is a term which is growing in the field of enterprise and organisations, and is being used as a tool to motivate people and direct their activity. According to the th
APA, Harvard, Vancouver, ISO, and other styles
6

Ščeponavičius, Audrius. "Kosminio žingsninio strateginio žaidimo kūrimas. Game Engine projektavimas ir realizavimas." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100907_094331-26453.

Full text
Abstract:
Darbas skirtas sukurti pasaulio modelio modulio dalį, susijusią su resursų kūrimu. Darbo metu atlikta šios dalies poreikių analizė bei sukurtas realizacijos projektas. Remiantis šiuo projektu buvo sukurta pasaulio modulio dalis atsakinga už pasaulio modelio resursus, gebanti resursus klasifikuoti, bei atlikti resursų kūrimo, trynimo, panaudojimo veiksmus.<br>The purpose of work is to create part of world model module which is associated with resource creation. In the course of this work requirements for this part of module were analyzed and an implementation project was made. Using this projec
APA, Harvard, Vancouver, ISO, and other styles
7

Halin, Amy L. "Distributed team collaboration in a computer mediated task." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FHalin.pdf.

Full text
Abstract:
Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, March 2004.<br>Thesis advisor(s): Rudolph P. Darken, Susan G. Hutchins. Includes bibliographical references (p. 167-168). Also available online.
APA, Harvard, Vancouver, ISO, and other styles
8

Buchta, David. "3D herní svět v OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363872.

Full text
Abstract:
Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
APA, Harvard, Vancouver, ISO, and other styles
9

Yeh, Chia-Chi, and 葉佳綺. "Word-Dragon: Developing a Game-based Learning System through Feeding Virtual Pets with Words." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/19904488722358972634.

Full text
Abstract:
碩士<br>元智大學<br>資訊傳播學系<br>101<br>Digital game-based learning has attracted increasing attention, and one of important applications is the genre of pet-nurturing games: pet companion. Based on the theory of self-regulated learning, goal-setting and status representation are two key factors, which could facilitate students’ self-improvement. Therefore, the study develops a game-based learning system, word-dragon, to foster self-regulated learning. More specifically, Regarding the training mode, in addition to the "type classification mechanism", which is used to strengthen the relationship between
APA, Harvard, Vancouver, ISO, and other styles
10

閔宸毅. "The Effects of Game-based Chinese Radical Teaching on Word Recognition of Three Students with Word Recognition Difficulties in The Forth Grades." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/82098425084554194717.

Full text
Abstract:
碩士<br>國立新竹教育大學<br>特殊教育學系碩士班<br>104<br>Abstract The purpose of this study was to investigate the effects of the effects of game-based chinese radical teaching on word recognition of three students with word recognition difficulties in the forth grades. The single subject research design of the withdrawal design method (A-B-A) was applied in this study. There were three students with word recognition difficulties in the forth grades taught in the resource room for three weeks , three times a week, 40minutes each time. In quantitative research, researcher used the ‘‘literacy test designed
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Word game-based"

1

Robert, Allen. The official Scrabble quiz game book: Based on the world's leading word game. Carol Publishing Group, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Robert, Allen. The official Scrabble quiz game book: Based on the world's leading word game. Carlton, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Association, National Scrabble, ed. Scrabble fun: Skills and activities based on America's favorite word game. Houghton Mifflin, 2001.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Kruglikov, Viktor. The game is a non-educational game (experience, analysis, reflections of a game technician teacher). INFRA-M Academic Publishing LLC., 2024. http://dx.doi.org/10.12737/2079775.

Full text
Abstract:
Based on the analysis of many years of experience in the development and application of didactic games in order to teach all categories of students from schoolchildren and students to university faculty, the monograph attempts to revise established, controversial and contradictory views on the phenomenon of the game. The author's vision of how to answer such long-standing questions is proposed: what is a game and a non-game, how the game happened, what characteristics it has. The concept of behavioral games is introduced. The signs and driving forces of traditional and behavioral games are ana
APA, Harvard, Vancouver, ISO, and other styles
5

Ginzburg, Sergey. English-Russian explanatory dictionary of hockey terms. INFRA-M Academic Publishing LLC., 2017. http://dx.doi.org/10.12737/24257.

Full text
Abstract:
The dictionary contains more than 5000 eponymous, acronymic and figurative terms used in such a modern and popular sport in Russia and abroad as ice hockey. Special attention is paid to terms from the field of game technology, its history and rules. The dictionary includes figurative expressions that are actively used in modern hockey. Terminology from the field of sports medicine is widely presented-names of symptoms, syndromes, diseases, injuries that occur in hockey. The dictionary is provided with historical excursions-description of rules, traditions adopted in hockey, stories about famou
APA, Harvard, Vancouver, ISO, and other styles
6

Word pursuit: Based on the original Hinky Pinky word game. Monarch Press, 1985.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Allen, Robert. The official Scrabble quiz game book: Based on the world's leading word game. Barnes & Noble Books, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Allen, Robert. The Official Scrabble Quiz Game Book: Based on the World's Leading Word Game. Citadel, 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Reed, Adelaide. Wordle Activity Book . 200 Game Boards, 500 Word Cheat Sheet, Instructions and Scorecards: Based on the New York Times Wordle Game, a Daily Word Challenge. Independently Published, 2022.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Rasch, Tony. Brow-Raisers: A User-Friendly Guide to Building a Winning Word Game Vocabulary: Based on Words Acceptable for Club and Tournament Pl. White Pine Publishing, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Word game-based"

1

Zou, Di, Fu Lee Wang, Haoran Xie, and Lucas Kohnke. "Game-Based Vocabulary Learning in China and Hong Kong: Students’ Evaluation of Different Word Learning APPs." In Communications in Computer and Information Science. Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-13-0008-0_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Jagoda, Jakub, and Tomasz Boiński. "Assessing Word Difficulty for Quiz-Like Game." In Semantic Keyword-Based Search on Structured Data Sources. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-74497-1_7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Lopes, Arminda Guerra, and Maria Joao Lopes. "Human-Computer Interaction – Game-Based Learning." In Human Work Interaction Design. Designing Engaging Automation. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-05297-3_10.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Huang, Zhixing, Yan Tang, and Yuhui Qiu. "Auction-Based Resource Reservation Game in Small World." In Emergent Intelligence of Networked Agents. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-71075-2_4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Ahmed, Iftekhar, Amogh Mahapatra, Marshall Scott Poole, Jaideep Srivastava, and Channing Brown. "Identifying a Typology of Players Based on Longitudinal Game Data." In Predicting Real World Behaviors from Virtual World Data. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07142-8_7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Pasini, Margherita, Alicia Arenas, Margherita Brondino, et al. "A Game-Based Approach to Manage Technostress at Work." In Methodologies and Intelligent Systems for Technology Enhanced Learning, 11th International Conference. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86618-1_9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Müller, Amanda, and Gregory Mathews. "Medicina." In Cases on Digital Game-Based Learning. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2848-9.ch009.

Full text
Abstract:
The School of Nursing &amp; Midwifery at Flinders University provides dedicated support for the English language needs of over 500 international students. As part of a strategic plan to deal with communication difficulties among these students, a series of language-learning initiatives are being implemented. One of these is a game called Medicina, which has already undergone the full cycle of development, testing, and release. This game familiarizes students with confusable and common medication names. It also aims to improve phonological awareness through a focus on word form. This chapter di
APA, Harvard, Vancouver, ISO, and other styles
8

Qiu, Tong, and Yu Zhong. "Simulation and Analysis of Wordle Based on HSW Model." In Frontiers in Artificial Intelligence and Applications. IOS Press, 2024. http://dx.doi.org/10.3233/faia231295.

Full text
Abstract:
Wordle is a popular puzzle currently offered daily by the New York Times. Players try to solve the puzzle by guessing a five-letter word in six tries or less, receiving feedback with every guess. Wordle continues to grow in popularity and versions of the game are now available in over 60 languages. In this paper, the scientific computing method is used to establish a wordle decision model by combining the statistical data of authoritative English corpus and a wordle solution model based on heuristic algorithm. Based on this, we propose the HSW model to fit and analyze the real game situation o
APA, Harvard, Vancouver, ISO, and other styles
9

Hespanha, João P. "Policies." In Noncooperative Game Theory. Princeton University Press, 2017. http://dx.doi.org/10.23943/princeton/9780691175218.003.0002.

Full text
Abstract:
This chapter explains the distinction between the concepts of “actions” and “policies,” along with the implications of this distinction. An action is defined as a possible move that is available to a player during a game, whereas a policy is a decision rule that a player uses to select actions, based on available information. In game theory, the word “strategy” is commonly inferred to be synonymous to policy. The chapter first illustrates the actions vs. policies distinction by considering a game in marketing known as the advertising campaign game. It then discusses the war of attrition game a
APA, Harvard, Vancouver, ISO, and other styles
10

Ma, Yiming, Hanxiao Fan, and Zongda Xie. "A Crossword Game Model Based on Weibull Distribution and Regression Analysis." In Advances in Transdisciplinary Engineering. IOS Press, 2023. http://dx.doi.org/10.3233/atde230935.

Full text
Abstract:
In this paper, we build a model to make a reasonable prediction of some data of the game, which can help the game company to make constant adjustments to the game in its operation. For the prediction of the number of participants, we use function fitting, gray prediction (Markov chain correction) and BP neural network to predict the number of participants in the game at a specific time. The model built by the gray prediction (Markov chain correction) and BP neural network fits better. Then we introduced three difficulty influence factors for word difficulty and established a set of well-fitted
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Word game-based"

1

Xie, Jia, Sifan Long, Xin Chen, Qinglin Li, and Mengquan Li. "A Load Balancing Mechanism Based on Non-Cooperative Game in Traffic Environment." In 2024 IEEE Smart World Congress (SWC). IEEE, 2024. https://doi.org/10.1109/swc62898.2024.00371.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Gu, Yanxun, Lieliang Hu, Xiaoming Lin, Daquan Li, Min Liu, and Jia Zhao. "Deep Reinforcement Learning-based Stackelberg Game for Energy Trading in Power Grid Metaverses." In 2024 IEEE Smart World Congress (SWC). IEEE, 2024. https://doi.org/10.1109/swc62898.2024.00336.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Padiyar, Smitha S., and Sanjay Singh. "Word based thematic game on Indian mythology." In 2017 International Conference on Advances in Computing, Communications and Informatics (ICACCI). IEEE, 2017. http://dx.doi.org/10.1109/icacci.2017.8126074.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Bernard, Timothée. "Tabouid: a Wikipedia-based word guessing game." In Proceedings of the 58th Annual Meeting of the Association for Computational Linguistics: System Demonstrations. Association for Computational Linguistics, 2020. http://dx.doi.org/10.18653/v1/2020.acl-demos.4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Osaka, Naoki, Kazuki Mizumaru, Daisuke Sakamoto, and Tetsuo Ono. "A Subtle Effect of Inducing Positive Words by Playing Web-Based Word Chain Game." In HAI '21: International Conference on Human-Agent Interaction. ACM, 2021. http://dx.doi.org/10.1145/3472307.3484652.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Zhang, Wenzhe. "Word game prediction and difficulty classification based on machine learning." In 6th International Conference on Computer Information Science and Application Technology (CISAT 2023), edited by Shijie Jia and Huajun Dong. SPIE, 2023. http://dx.doi.org/10.1117/12.3003958.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Pradipta, Rizqi Fajar, Dwi Wahyuni, and Haikal Andrean. "Android-Based Word Game Applications to Increase the Vocabulary of Deaf Children." In 2022 2nd International Conference on Information Technology and Education (ICIT&E). IEEE, 2022. http://dx.doi.org/10.1109/icite54466.2022.9759881.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Zhang, Yuhao, Jingmin Lu, Zhiyi Han, et al. "Quantitative Investigation of English Word Properties through WORDLE Game-Based Analysis Composition." In ICCMT 2024: 2024 International Conference on Computer and Multimedia Technology. ACM, 2024. http://dx.doi.org/10.1145/3675249.3675333.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Ansari, Sajjad, Hirak Banerjee, Rajlakshmi Guha, and Jayanta Mukhopadhyay. "Improving the readability of dyslexic learners with mobile game-based sight-word training." In 2020 IEEE 20th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2020. http://dx.doi.org/10.1109/icalt49669.2020.00093.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Wang, Tianmu, Zishang Jiang, Chentong Wang, and Xiyang Xie. "Analysis of Wordle Game Mechanism Based on LightGBM Algorithm and Word Feature Analysis." In 2023 IEEE International Conference on Image Processing and Computer Applications (ICIPCA). IEEE, 2023. http://dx.doi.org/10.1109/icipca59209.2023.10257963.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Word game-based"

1

Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

Full text
Abstract:
The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. Th
APA, Harvard, Vancouver, ISO, and other styles
2

Striuk, Andrii M., Сергій Олексійович Семеріков, Hanna M. Shalatska, et al. Software requirements engineering training: problematic questions. Криворізький державний педагогічний університет, 2022. http://dx.doi.org/10.31812/123456789/6980.

Full text
Abstract:
The key problems of training Requirement Engineering and the following ways to overcome the contradiction between the crucial role of Requirement Engineering in industrial software development and insufficient motivation to master it in the process of Software Engineering specialists professional training were identified based on a systematic research analysis on the formation of the ability of future software engineers to identify, classify and formulate software requirements: use of activity and constructivist approaches, game teaching methods in the process of modeling requirements; active
APA, Harvard, Vancouver, ISO, and other styles
3

Alexander, Karin, Ludovico Alcorta, Cecília Robertson dos Santos, Cathy Shutt, and Alex Shankland. Succeeding in the Snakes and Ladders Game of Development in Mozambique: The Role of Collaborative Approaches. Institute of Development Studies, 2025. https://doi.org/10.19088/ids.2025.045.

Full text
Abstract:
The existing wisdom on efforts to promote accountability highlights the importance of ‘thinking and working politically’ (TWP) and moving from confrontational to collaborative approaches. This is particularly relevant given current trends, including closing civic space and the decline in international development cooperation funding for service delivery and accountability work. This report explores the innovative use of the board game Snakes and Ladders as a heuristic tool to analyse and encourage collaboration in Mozambique’s health sector. Drawing on the POTENCIAR programme, a UK aid-funded
APA, Harvard, Vancouver, ISO, and other styles
4

Dasgupta, Anuttama, and Smitha N. Capacity Development Forum 2024 Proceedings. Indian Institute for Human Settlements, 2024. http://dx.doi.org/10.24943/cdf10.2024.

Full text
Abstract:
The Capacity Development Forum (CDF) is an initiative of the Indian Institute for Human Settlements (IIHS) that aims to bring together diverse stakeholders involved in capacity development in India into a ‘community of practice’ to consolidate learnings from across the country and around the world into a strong and value-added network to consolidate learnings across the country and from around the world. The longer-term objective of the forum is to collaborate on Capacity Development practices and create a repository of knowledge on Capacity Development. The third convening of the IIHS Capacit
APA, Harvard, Vancouver, ISO, and other styles
5

Giacometti, Alberto, Mari Wøien Meijer, and Hilma Salonen. Who drives green innovation in the Nordic Region? A change agency and systems perspective. Nordregio, 2024. http://dx.doi.org/10.6027/r2024:101403-2503.

Full text
Abstract:
In addressing the critical challenge of systemic sustainability, this report explores the need for more than a one-size-fits-all approach in the Nordic Region. It investigates the role of change agency processes and the impact of policies and framework conditions on green transition changes in business sectors. Our two case studies reveal some of the bottlenecks and drivers of innovation and explore them from a systemic perspective and in different geographic scales, both from a place-based and place-less perspective. The methodology adopted in the report is comprehensive, including a deep div
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!