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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.

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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
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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.

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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.
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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.

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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
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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.

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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
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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.

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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.
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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.

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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
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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.

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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
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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.

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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
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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.

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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
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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.

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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
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11

Rahman, Syarifah Aeni, Patta Bundu, and Sulaiman Samad. "The Development of Social Science Learning Media Based on Wordwall Digital Game in Elementary Schools." Asian Journal of Education and Social Studies 44, no. 2 (2023): 9–19. http://dx.doi.org/10.9734/ajess/2023/v44i2957.

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This study aims to (1) describe the need for the Development of social science learning media based on digital game word walls in elementary schools; (2) know the description of social science learning media design based on digital word wall games for elementary school students ; (3) know the description validity of digital game word wall- based social science learning media for elementary school students ; (4) knowing the practicability of social science learning media based on the digital game word wall for elementary school students ; (5) knowing the effectiveness of social science learning
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Schicchi, Daniele, and Giovanni Pilato. "Portmanteau word-play for vocabulary enhancement with humanoid robot support." Encyclopedia with Semantic Computing and Robotic Intelligence 02, no. 01 (2018): 1850006. http://dx.doi.org/10.1142/s2529737618500065.

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Word-play is as powerful learning and motivation tool often used by educators for teaching the ability of reading, which is a complex activity. In this paper, we introduce a system that exploits a Pepper humanoid robot acting as a playfellow in a word-play game based on portmanteau words. The robot shows the ability to play with children using a conversation engine, a portmanteau creation engine, and a definition engine. In this manner, Pepper can integrate itself within a group of kids, and it can support a teacher in her activities. The humanoid can be involved in a word-based round-game in
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13

Liu, Xuanyun, Yiyang Huang, and Kuntao Huang. "Research on Wordle Puzzle Game based on trend prediction model based on data index." Highlights in Science, Engineering and Technology 72 (December 15, 2023): 1271–82. http://dx.doi.org/10.54097/8y1gr972.

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World Puzzle is a word game that has exploded in popularity over the past year. For this kind of game phenomenon, this paper studies. First, the LSTM algorithm is used to describe the trend of their number and to fit a high-precision time model. At the same time, considering the rigor, this paper also establishes the ARIMA time series analysis model to predict the data again. On this basis, the data accuracy of the two models is compared, the model is selected, and five indexes such as the number of words and the number of meanings are defined. Second, Pearson correlation coefficient was used
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14

Tripodi, Rocco, and Marcello Pelillo. "A Game-Theoretic Approach to Word Sense Disambiguation." Computational Linguistics 43, no. 1 (2017): 31–70. http://dx.doi.org/10.1162/coli_a_00274.

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This article presents a new model for word sense disambiguation formulated in terms of evolutionary game theory, where each word to be disambiguated is represented as a node on a graph whose edges represent word relations and senses are represented as classes. The words simultaneously update their class membership preferences according to the senses that neighboring words are likely to choose. We use distributional information to weigh the influence that each word has on the decisions of the others and semantic similarity information to measure the strength of compatibility among the choices.
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15

Jusnaini, Jusnaini, and Aswandi Aswandi. "MAKING OF MATCHING GAME BOOK TO LEARN ENGLISH VOCABULARY." INOVISH JOURNAL 1, no. 1 (2016): 111. http://dx.doi.org/10.35314/inovish.v1i2.88.

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Abstract : Learning English is very important in this competitive world. It shows that we have to master English. However, in learning it, the learners still feel bored and face difficulties. For example, in learning Vocabulary, they always have problems in memorizing the words. Therefore, the use of learning media can be more effective and interesting way in learning. The main purpose of this final project is to make a matching game book which can be used as an alternative learning medium in learning Vocabulary, especially, for students in lower education level. The idea of this project is ba
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16

Suryadi, Suryadi, Asep Muhyidin, Syafrizal Syafrizal, Chi Cheng Wu, and Fajar Erlangga. "The effect of English learning media in improving student's writing skills through the mastery of different discourse markers." International Journal of ADVANCED AND APPLIED SCIENCES 11, no. 9 (2024): 203–13. http://dx.doi.org/10.21833/ijaas.2024.09.022.

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This research aims to determine the effect of learning media and mastery of discourse markers (DMs) on students' writing skills. Students in Indonesia experience many obstacles in their ability to write English. However, along with changes in students' needs in learning to write, digital-based learning media using Google Word Coach Game and Scrabble Word offers new ways to improve students' writing skills through teaching media Google Word Coach Game and Scrabble Word, learning media integrated with Mastering DMs can help improve students' writing skills. However, previous research still needs
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17

Abdul Rahim, Rozana, and Hamidah Abdul Hamid. "Mastering English Language Vocabulary in Early Childhood Education with G-ALPHA: WORD CARD." Jurnal Pendidikan Awal Kanak-kanak Kebangsaan 11 (August 8, 2022): 89–102. https://doi.org/10.37134/jpak.vol11.sp.8.2022.

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This study aims to improve the skills of pronuncing and identifying the meaning of words in English among pupils using G-ALPHA: Word Card. This pilot study with qualitative approach involved five pupils aged between six and eight years old. Three preschoolers and two pupils from primary school in Seberang Perai had participated in this study. A week of observation was conducted with these pupils through two phases of activities. The first phase consist of four levels of game, with first level namely Pilih dan Sebut, was to pronounce the alphabet phonetically from a flash card picked randomly.
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18

Mattiev, Jamolbek, Ulugbek Salaev, and Branko Kavšek. "Advanced Word Game Design Based on Statistics: A Cross-Linguistic Study with Extended Experiments." Big Data and Cognitive Computing 9, no. 4 (2025): 103. https://doi.org/10.3390/bdcc9040103.

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Word games are of great importance in the acquisition of vocabulary and letter recognition among children, usually between the ages of 3 and 13, boosting their memory, word retention, spelling, and cognition. Despite the importance of these games, little attention has been paid to the development of word games for low-resource or highly morphologically constructed languages. This study develops an Advanced Cubic-oriented Game (ACG) model by using a character-level N-gram technique and statistics, commonly known as the matching letter game, wherein a player forms words using a given number of c
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19

Jaca, Cristie Ann, Bernardo M. Tumulak III, and Verner B. Boaquin. "Lived experiences among high school students in playing 4 pics 1-word mobile game." International Journal of Innovative Research in Education 10, no. 2 (2023): 146–60. http://dx.doi.org/10.18844/ijire.v10i2.9153.

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This qualitative study unraveled the lived experiences among Grade-10 students of Tuyan National High School in playing the mobile word game 4 Pics 1 Word. The study made use of the descriptive phenomenological research method that looked into their experiences playing the word game. The data were gathered through one-on-one interviews using researcher-made questionnaires and analyzed using the Braun and Clarke six-phase framework for doing thematic analysis employing semantic and latent approaches. Based on the findings of the study, the themes that emerged from the students' responses were:
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20

Liu, Bojin, Rui Zhang, and Xuqing Wang. "Research on Wordle Guessing Game Result Prediction Based on SIRS Model and Simulation." Highlights in Science, Engineering and Technology 68 (October 9, 2023): 291–303. http://dx.doi.org/10.54097/hset.v68i.12090.

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Wordle is a daily word guessing game where players aim to guess a five-letter word in six or fewer attempts. To predict user participation, this study establishes a SIRS model to explain and predict the quantity of reported results, based on an analysis of the text propagation mechanism. To predict user guessing results, the player group is divided into entertainment players and strategic players. An Analog Simulation Model is established to simulate the word-filling process of these two types of players, thereby obtaining the result distribution for these two types of players. Subsequently, t
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21

Tero, Loucille, and Emmauel Alex Bercero. "User-Centered Word Game-Based Strategies in Teaching Science and Mathematics in Relation to Pupils' Learning Achievements." Psychology and Education: A Multidisciplinary Journal 28, no. 2 (2024): 91–97. https://doi.org/10.5281/zenodo.14207597.

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The study attempted to ascertain the significant relationship between the level of pupils’ learning achievements and the extent of utilization of user-centered word game-based approach in teaching Science and Mathematics among Grade 6 pupils. This study also utilized the descriptive-correlational research and the Statistical tools used in the study were the mean and standard deviation to determine the extent of utilization of user-centered word game-based approach to teaching in Science and Mathematics and frequency and percentage distribution were used to determine the level of pupils&r
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Li, Yang, and Haoliang Han. "Data research based on ARIMA and Gray Relational Analysis." Highlights in Science, Engineering and Technology 49 (May 21, 2023): 382–89. http://dx.doi.org/10.54097/hset.v49i.8549.

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The New York Times’ word-guessing game Wordle has swept the internet and ignited a Wordle craze on Twitter. In this paper, we build four mathematical models for the Wordle game puzzle report and do further research. First, we used the ARIMA model for prediction, and the Gray Correlation model was used to find the relationship between word attributes and the percentage of hard-mode participants. Next, we resorted to the BP neural network model to forecast the distribution on the number of tries, and the result was (1, 9, 26, 29, 15, 10, 11). Then, we applied the K-means model to categorize all
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23

Zhu, Zien. "The Application of Data Analysis in A Web-Based Word Game: Worldle." Highlights in Science, Engineering and Technology 70 (November 15, 2023): 151–56. http://dx.doi.org/10.54097/hset.v70i.12175.

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We will analyze the game Worldle based on its data in 2022. First, we use the EEMD Model to analyze the trend of the number of players over time in this year.We need to forecast the number of players in the next 60 days and reduce the prediction error, we use the Moving Average and build Rolling Window to reduce the forecast error. We use both LSTM model and EEMD-LSTM for training and comparing the effects of the two and find EEMD-based LSTM model is better. Then, we come up with several properties of the solution words that we think would affect the difficulty of the puzzle, and after Correla
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24

P. Siosan, Rosie Jane, Josephine R. Lavilla, Ma Asuncion Christine V. Dequilla, and Joel T. De Castro. "Android interactive word game in mother tongue for early childhood learners." Indonesian Journal of Electrical Engineering and Computer Science 22, no. 3 (2021): 1787. http://dx.doi.org/10.11591/ijeecs.v22.i3.pp1787-1795.

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As ownership of mobile devices increases, the trend in the use of information and communications technology (ICT) in education also advances. In line with the mandate of the department of education to develop interactive strategies, this study aimed to design, develop, and evaluate an android interactive word game in Mother Tongue on the level of acceptability of the system based on content, instructional quality, technical quality, presentation and organization, and accuracy and up-to-dateness to address the gap for interactive mobile learning. This study used developmental and quasi-experime
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Siosan, Rosie Jane P., Josephine R. Lavilla, Ma. Asuncion Christine V. Dequilla, and Joel T. De Castro. "Android interactive word game in mother tongue for early childhood learners." Indonesian Journal of Electrical Engineering and Computer Science 22, no. 3 (2021): 1787–95. https://doi.org/10.11591/ijeecs.v22.i3.pp1787-1795.

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As ownership of mobile devices increases, the trend in the use of information and communications technology (ICT) in education also advances. In line with the mandate of the department of education to develop interactive strategies, this study aimed to design, develop, and evaluate an android interactive word game in Mother Tongue on the level of acceptability of the system based on content, instructional quality, technical quality, presentation and organization, and accuracy and up-to-dateness to address the gap for interactive mobile learning. This study used developmental and quasiexperimen
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26

DURIYAH, SITI. "MENINGKATKAN PENGUASAAN SIMPLE PAST TENSE BERBENTUK IRREGULER VERBS MELALUI WORD SEARCH GAME PUZZLE SISWA KELAS XII MIPA 2 MAN 1 BANTUL." SECONDARY: Jurnal Inovasi Pendidikan Menengah 3, no. 3 (2023): 245–50. http://dx.doi.org/10.51878/secondary.v3i3.2416.

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This best practice aims to improve mastery of the simple past tense in the form of irregular verbs through a word search puzzle game for class XII MIPA 2 MAN 1 Bantul students. This best practice procedure 1) The teacher conveys the learning objectives; 2) The teacher asks about the irregular verbs they know; 3) The teacher gives 30 irregular verb questions for students to work on in 15 minutes; 4) The teacher asks students to collect then gives students a puzzle game and the teacher gives an explanation about the word search puzzle game about how to do it; 5) Students in pairs work on word se
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27

Kaur, Angel W. "Forbidden Neurds: A Neuroscience Word Game." Journal of Undergraduate Neuroscience Education 22, no. 3 (2024): A185—A196. http://dx.doi.org/10.59390/pahq2595.

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Game-based learning is a promising approach that can promote engagement and deep learning of course content in a fun setting. This article describes the development, implementation, and evaluation of a card game designed to help students develop greater familiarity and comfort with complex neuroscience vocabulary. To play Forbidden Neurds, students within a team take turns acting as the Lead Neurd, who must get the team to guess a Neuroscience word without using any of the Forbidden words listed on the card. The game is designed to help students develop a deeper understanding of neuroscience t
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28

Riyanto. "Designing Number-Based Word Synonyms (NBWS) Game as a Learning Technique." Education Quarterly Reviews 2, no. 1 (2019): 243–50. https://doi.org/10.31014/aior.1993.02.01.56.

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Mathematics and Indonesian Language are subjects that are considered difficult by students in Indonesia. In addition, students are also considered less creative. One way to solve this problem is to apply the game in learning. For this reason, a game that can solve the problem needs to be designed. The game that is hypothesized to improve math, language, and creativity is Number-Based Word Synonyms (NBWS). The purpose of this paper is to present the design NBWS game, which consists of ten levels.
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Mattiev, Jamolbek, Ulugbek Salaev, and Branko Kavsek. "Word Game Modeling Using Character-Level N-Gram and Statistics." Mathematics 11, no. 6 (2023): 1380. http://dx.doi.org/10.3390/math11061380.

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Word games are one of the most essential factors of vocabulary learning and matching letters to form words for children aged 5–12. These games help children to improve letter and word recognition, memory-building, and vocabulary retention skills. Since Uzbek is a low-resource language, there has not been enough research into designing word games for the Uzbek language. In this paper, we develop two models for designing the cubic-letter game, also known as the matching-letter game, in the Uzbek language, consisting of a predefined number of cubes, with a letter on each side of each six-sided cu
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Feng, Yuan, and Xinjie Song. "Research on Outcome Prediction Model Based on LSTM Neural Network Model: An Example of Wordle Game." Highlights in Science, Engineering and Technology 70 (November 15, 2023): 444–49. http://dx.doi.org/10.54097/hset.v70i.13895.

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Wordle is popular worldwide, and predicting the results of the game has attracted many people's attention. Based on this, this article uses the LSTM neural network model, information entropy theory to predict and analyze the number of gamers and word difficulty of Wordle's daily words. The results indicate that: (1) The number of players in the Wordle game shows a daily decreasing trend; (2) The information entropy of words with two or more duplicate letters is lower than words without duplicate letters; (3) There is no significant correlation between the information entropy and the pass rate
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Koyyalagunta, Divya, Anna Sun, Rachel Lea Draelos, and Cynthia Rudin. "Playing Codenames with Language Graphs and Word Embeddings." Journal of Artificial Intelligence Research 71 (June 23, 2021): 319–46. http://dx.doi.org/10.1613/jair.1.12665.

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Although board games and video games have been studied for decades in artificial intelligence research, challenging word games remain relatively unexplored. Word games are not as constrained as games like chess or poker. Instead, word game strategy is defined by the players’ understanding of the way words relate to each other. The word game Codenames provides a unique opportunity to investigate common sense understanding of relationships between words, an important open challenge. We propose an algorithm that can generate Codenames clues from the language graph BabelNet or from any of several
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Putra Riansyah, Mahfi, Asti Veto Mortini, and Marleni. "USING GUESS THE WORD GAME IN ENHANCING THE SPEAKING ABILITY OF SEVENTH GRADE STUDENTS AT STATE JUNIOR HIGH SCHOOL NUMBER 30 PALEMBANG." Esteem Journal of English Education Study Programme 7, no. 2 (2024): 771–80. http://dx.doi.org/10.31851/esteem.v7i2.16973.

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This research investigates the impact of the Guess the Word Game on improving the speaking proficiency of seventh-grade students at Junior High School 30. Palembang employed a singular class in an experimental design. The class utilized the Guess the Word game as the principal instructional method to enhance students' speaking abilities. Pre-test and post-test evaluations were administered to examine the pupils' advancement in speaking proficiency. The results indicated a significant enhancement in students' speaking skills following their participation in the game, demonstrating that the incl
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Jaramillo, Catalina, Megan Charity, Rodrigo Canaan, and Julian Togelius. "Word Autobots: Using Transformers for Word Association in the Game Codenames." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (2020): 231–37. http://dx.doi.org/10.1609/aiide.v16i1.7435.

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Winning the social game Codenames involves combining cooperative and language understanding capabilities. We developed six cooperative bots designed to play the Codemaster and Guesser roles in the Codenames AI Competition and tested them using the provided framework and a round-robin tournament set. The bots are based on term frequency - inverse document frequency (TF-IDF), Naive-Bayes and GPT-2 Transformer word embedding. Additionally, Transformer-based bots were assessed and compared with the concatenation of word2vec and GloVe baseline bot developed by Codenames AI Competition creators. Res
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Wei, Chengxi, Di Kuang, and Keran Xu. "A Word Difficulty Classification Research Based on K-Means Method." Highlights in Science, Engineering and Technology 70 (November 15, 2023): 215–22. http://dx.doi.org/10.54097/hset.v70i.12188.

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Wordle is a globally popular game and many researchers have conducted research on its game mechanics. However, few studies have explored the influence of attributes on the difficulty of the word. Therefore, this paper uses K-means algorithm to classify word difficulty based on certain word attributes. In the paper, the main attributes character repeat times, the presence of "th" or "er", the initial letter (s/c/a/t), and the final letter (e/y/r/t) that affect word difficulty are selected, and a comparison is made regarding the number of difficulty categories, and the most appropriate number of
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Qiu, Zihong, and Chengbin Duan. "Prediction of Wordle Puzzles Based on Neural Networks and K-Means Improved Models." Highlights in Science, Engineering and Technology 70 (November 15, 2023): 207–14. http://dx.doi.org/10.54097/hset.v70i.12186.

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Wordle is an online word puzzle game that gained viral popularity in January 2022. The goal is to guess a hidden five letter word. In order to study the distribution of the reported results and the difficulty of the words, based on BP neural network theory, combined with the advantages of Genetic Algorithm in Stability and speed, a neural network prediction model is constructed and the model can be used to predict the percentage distribution of the number of player guesses for a given word on a given number of days. In addition, a Canopy-Kmeans-based word difficulty classification model was fu
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Hidayat, Nur. "Improving Students’ Vocabulary Achievement through Word Game." Journal of English Educators Society 1, no. 2 (2016): 95. http://dx.doi.org/10.21070/jees.v1i2.446.

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This paper is based on a study on students’ vocabulary of grade seven in junior high school using word game. This study is conducted based on the preliminary study which indicated that the students felt difficulties in learning English because of the lack of vocabulary.The subjects are 38 students who consist of 28 male, and 10 female students at seven grade of one of junior high schools in Gresik. The purpose of this study is to improve students’ vocabulary achievement through word game. The data is collected by interview, observation, questionnaires and test. The data is analyzed by using tr
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Peni, Nur Robiah Nofikusumawati. "Influence of Jakri Game on Elementary School Students’ Understanding and Interests on Word Problem: Using Realistic Mathematics Education." Unnes Journal of Mathematics Education 6, no. 2 (2017): 268–76. http://dx.doi.org/10.15294/ujme.v6i2.17248.

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This study aims to clarify the influence of Jakri game in improving students’ understanding and interest in learning word problem. By using Realistic Mathematics Education (RME) approach, the classroom is designed to support students to understand word problem. 81 students in Alor Regency, East Nusa Tenggara Province, were pointed out in order to reach the objectives of the data. This research used a quantitative method to measure students’ understanding and interest in learning word problem by playing Jakri. Based on the level of RME approach, many students are able to reach level 1, stud
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Rahmawati, Femi Eka, and Esti Junining. "Revitalizing a Traditional Game “Dakon” to Teach English for Young Learners." Metathesis: journal of English language, literature, and teaching 2, no. 1 (2018): 58. http://dx.doi.org/10.31002/metathesis.v2i1.616.

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<p>A traditional game can develop either cognitive, social or emotional skills of the children. <em>Dakon</em>, one of the name of traditional game from Java, becomes the point of discussion in this paper. <em>Dakon</em> is made of wood or plastic with fourteen pits filled with particles like tamarine seeds, snail cover or small stones. This game can be played by two players facing each other by filling the particles to each pit. In the last stopped stone, the student should see the letter printed in the pit and then start spelling the letter, pronounce the word a
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Liu, Chenhao. "A study on predicting the results of Wordle guessing game based on time series and linear regression." Highlights in Science, Engineering and Technology 60 (July 25, 2023): 26–34. http://dx.doi.org/10.54097/hset.v60i.10335.

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Wordle is a globally popular guessing game in which players guess a five-letter word in six or fewer attempts. To explain the changes in the number of players on a daily basis and to make predictions about the number of users playing on a future date, this paper uses the contagion model as the basis for an analogy to explain the reasons for the changes in the data. Since the contagion model is not very accurate in predicting the future, considering that the data itself is a set of time series data, this paper uses a time series prediction model to predict the future data and gets a good fit. I
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Yusuf, Kamal, and Cici Dwi S. "The Suitability of Word Games for Teaching English Vocabulary Based on Curriculum 2013." IJECA (International Journal of Education and Curriculum Application) 1, no. 2 (2018): 77. http://dx.doi.org/10.31764/ijeca.v1i2.2138.

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Digital game becomes more familiar in this young generation. Most of the people particularly young generation love to play game using their personal mobile phone and it seems like to be their habits. In addition, digital games are free for everyone to play as long as they connect to the Internt connection. To exploit this situation, teacher uses it as teaching and learning media to improve students vocabulary in the matter of stduents problem to improve their vocabulary. There are lot of studies which is experimented by digital games to improve vocabulary for their students but only a little t
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Zhu, Yan. "Analysis of the Wordle data based on a time-series prediction model." Highlights in Science, Engineering and Technology 57 (July 11, 2023): 220–26. http://dx.doi.org/10.54097/hset.v57i.10005.

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Wordle Is a popular word game daily provided by the New York Times. In this paper, we make a further data analysis on Wordle by using the time-series model. First, a time series model was built to predict and test the results, and the correlation of word properties with the degree of difficulty was analyzed. Second, we build multiple multivariate regression models, take the percentages of 1,2,3,4,5,6, and X as output variables, find the relationship between word attributes and the percentage of each attempt and make predictions. Finally, words were classified by difficulty based on the extract
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Machmud, Muhammad Takwin, Nurul Mu’tia Utami, Omthajit Pansri, and Rosidah Rosidah. "Enhancing Philosophy Comprehension Through the What Am I? Word Guessing Game." Indonesian Journal of Multidiciplinary Research 4, no. 2 (2024): 427–38. https://doi.org/10.17509/ijomr.v4i2.78725.

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This study implemented a game-based learning model based on the “What am I?” word guessing game to enhance university students' comprehension of philosophy. The study was conducted using a mixed-method approach to 55 first-year university students who were enrolled in a philosophy course. The quantitative data was collected by administering a pre-test and post-test, while the qualitative data was collected by administering a questionnaire. The result shows majority of students' scores were increased after taking “What am I?” word guessing game strategies. The data also provided the information
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Dahler, Dahler, M. Fadhly Farhy Abbas, and Herdi Herdi. "WORKSHOP TEACHING ENGLISH FOR YOUNG LEARNER MELALUI WORD CHAIN GAME." Dinamisia : Jurnal Pengabdian Kepada Masyarakat 1, no. 1 (2017): 10–14. http://dx.doi.org/10.31849/dinamisia.v1i1.278.

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This community service is based on the needs of the teachers at Madrasah Ibtidaiyah (MI) Al-Barokah Pekanbaru in improving and enriching their knowledge about English Language Learning Strategy. Based on the needs analysis, most the teachers at the school feel that their knowledge about teaching strategy is still less, therefore their knowledge should be improved more. Based on this thing, the team needs to conduct workshop which aims at improving as well as enriching the teachers knowledge towards teaching strategy by using Word Chain Game. This activity done in one day which has been divided
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Wang, Dongjie, and Lina Liu. "A research of word difficulty clustering based on improved k-means++ algorithm." Journal of Physics: Conference Series 2905, no. 1 (2024): 012012. https://doi.org/10.1088/1742-6596/2905/1/012012.

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Abstract Nowadays, Wordle, a daily puzzle game offered by the New York Times, is now becoming prevalent around the world by storm, and difficulty analysis of words has become a hot topic. However, the difficulty analysis of words is highly sensitive to the feature extraction of words, which undoubtedly creates great difficulties. Based on this, this paper proposes an improved K-means++ algorithm for clustering analysis of word difficulty, which is simulated and verified in the U.S. college students’ mathematical modeling C problem data. The results show that this paper clusters the 359 words i
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Aziz Hussin, Anealka, and Tuan Sarifah Aini Syed Ahmad. "Conquer and Score: A Word Formation Game for Language Learners." International Journal of Modern Languages And Applied Linguistics 3, no. 1 (2019): 10. http://dx.doi.org/10.24191/ijmal.v3i1.7426.

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Engaging students in language activities can sometimes be challenging for language educators. One of the ways to engage students in language activities is through language games. Language games can motivate students to communicate, strengthens their ability to comprehend the language and enhance their problem-solving and cognitive skills. Language games also have a vast potential to increase engagement of the students, thus lead to the creation of the Conquer & Score: The Derivational Island. It is a word formation enrichment game catering to students learning lexicology and linguistics. T
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Novi Rina Dewi and Alfany Fardan Syahuma. "An Analysis of Students’ Vocabulary Mastery by Using Word Chain Game at Basic Level of AVON English School Kepung Pare." ETJaR: English Teaching Journal and Research 2, no. 1 (2022): 81–112. http://dx.doi.org/10.55148/etjar.v2i1.287.

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This thesis aims to analyze the implementation of word chain game to the students’ vocabulary mastery and to analyze the student’s responses toward the word chain game in their vocabulary mastery at the basic level of AVON English School. This research is a type of qualitative (field research), this research is designed to measure the implementation of Word Chain Game in the mastery of English vocabulary. Here Researcher collect data from the field by investigating directly in the field to find various relevance to this research. While the approach used in this research is qualitative approach
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Meida Kristine Lubis. "The Use of Word Clap Game to Improve Students’ Vocabulary Mastery." Journal of Innovative and Creativity (Joecy) 2, no. 3 (2022): 56–67. http://dx.doi.org/10.31004/joecy.v2i3.47.

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Teaching English vocabulary to Junior High School should be more interesting and joyful. Teachers can use a strategy in conducting materials in order to attract students‟ attention and interest. The objectives of this study are to find out whether “Word Clap Game” can be used as strategy in teaching vocabulary at the eighth grade students of SMP N 1 Tambusai Utara and to find out whether the use of “Word Clap Game” can improve the students‟vocabulary achievement in learning vocabulary. Vocabulary is the one of the English components which has to be mastered and acquired by students in learning
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Mihaljević, Josip, and Lana Hudeček. "Model for developing educational games based on data from dictionary structure." Studia lexicographica 16, no. 30 (2022): 111–33. http://dx.doi.org/10.33604/sl.16.30.6.

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The paper describes a model for transferring data from dictionary structure into games. The model is developed on the example of Croatian Web Dictionary – Mrežnik. Mrežnik has a complex structure with fields and subfields for entering data created in TLex. Dictionary data organized in a fixed structure can be selected from the dictionary, exported, and used for automatic or semi-automatic creation of educational games like spelling games, accentuation, splitting words into syllables, idioms, and word relations (e.g. synonyms, antonyms). Dictionary data can be processed by a game algorithm that
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Putri, Septiana Yudha, Slamet Asari, and Paulina . "The Effect Of Word Chain Game To Improve Students’ Vocabulary Mastery at SDN 88 Gresik." Indonesian Teaching English to Speakers of Other Languages Journal 1, no. 2 (2024): 118. https://doi.org/10.30587/inatesol.v1i2.8790.

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This study investigates the effectiveness of the Word Chain Game in improving vocabulary mastery among fifth-grade students at SDN 88 Gresik. Vocabulary is a critical component of language learning, especially in English as a Foreign Language (EFL) contexts, where engaging and effective teaching strategies are essential to motivate young learners. Using a quantitative pre-experimental design with one group pre-test and post-test, this research involved 31 students, with data collected through a written vocabulary test. The study aimed to measure changes in vocabulary knowledge before and after
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Musdalifah, Musdalifah, and Robiatul Romdaniya. "Dropping Word Education Game Through Female Students’ Vocabulary: An Experimental Study." JOEY: Journal of English Ibrahimy 1, no. 1 (2022): 47–53. http://dx.doi.org/10.35316/joey.2022.v1i1.47-53.

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Dropping words is a game that is used to make it easier for someone to learn vocabulary, this game is also used by all levels and ages because this game of dropping words is quite easy to play. The discussion of this research focuses on how much the increase in female students understanding by using dropping words education games in learning English vocabulary and to determine the effectiveness of dropping word education games on female students’ mastery of English vocabulary at SMP Ibrahimy 2 Sukorejo. This research is a quantitative research using a quasi-experimental method. The sampling te
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