Academic literature on the topic 'Word games'
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Journal articles on the topic "Word games"
Mazur, Diane H., and Janet E. Halley. "Word Games, War Games." Michigan Law Review 98, no. 6 (May 2000): 1590. http://dx.doi.org/10.2307/1290257.
Full textBenne, Marcie R., Kathy K. Baxter, and Gregory M. Corso. "Word Games." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 40, no. 24 (October 1996): 1267. http://dx.doi.org/10.1177/154193129604002431.
Full textChadwick, Andrew T. "Word games." Physics World 3, no. 2 (February 1990): 19. http://dx.doi.org/10.1088/2058-7058/3/2/19.
Full textHorgan, John. "Word Games." Scientific American 265, no. 4 (October 1991): 34. http://dx.doi.org/10.1038/scientificamerican1091-34.
Full textRian Yuliawan, I. Made, Duman Care Khrisne, and Putu Arya Mertasana. "Penerapan Algoritma K-Means Clustering dalam Penentuan Nilai Huruf pada Permainan Susun Kata Bahasa Bali." Jurnal SPEKTRUM 6, no. 3 (September 7, 2019): 87. http://dx.doi.org/10.24843/spektrum.2019.v06.i03.p12.
Full textLiu, Yunxiang. "An Analysis of Swear and Emotional Words Used by King Glory Users in the Game." Lecture Notes in Education Psychology and Public Media 36, no. 1 (January 15, 2024): 203–9. http://dx.doi.org/10.54254/2753-7048/36/20240460.
Full textMullen, Inga. "German Word Games." Modern Language Journal 72, no. 4 (1988): 490. http://dx.doi.org/10.2307/327800.
Full textKiss, Marilyn. "Spanish Word Games." Hispania 70, no. 3 (September 1987): 708. http://dx.doi.org/10.2307/343468.
Full textKlemme, William H., W. Frank McArthur, and Robert A. Quinn. "French Word Games." Modern Language Journal 72, no. 2 (1988): 250. http://dx.doi.org/10.2307/328278.
Full textMartinello, Susan Frances. "Playing Word Games." JAMA 322, no. 7 (August 20, 2019): 698. http://dx.doi.org/10.1001/jama.2019.5687.
Full textDissertations / Theses on the topic "Word games"
Laveborn, Joel. "Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension." Thesis, Karlstad University, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5487.
Full textVideo games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate how students explained the words. Depending on their explanations, students were categorized as either using a “video game approach” or a “dictionary approach” in their explanations.
The results showed a gender difference, both with regard to the frequency of playing and what types of games that were played. Playing video games seemed to increase the students‟ comprehension of English words, though there was no clear connection between the frequency with which students were playing video games and the choice of a dictionary or video game approach as an explanation.
Niskanen, R. "Reachability games and related matrix and word problems." Thesis, University of Liverpool, 2018. http://livrepository.liverpool.ac.uk/3018108/.
Full textWeakland, Natalie Lynn. "Implementation of Educational Games-based Instruction for Improving Sight Word Recognition." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363276838.
Full textRyding, Karin. "Poetry is for everyone : A comparative analysis of the cut-up technique, Magnetic poetry and the casual word game Words of Oz." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-228190.
Full textLutecki, Leo. "Educational games for students with ADHD : A real-word validated taxonomy of what to prioritize when designing educational games for ADHD-afflicted students." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15593.
Full textOjeda, Fernando Arturo. "The role of word games in second-language acquisition second-language pedagogy, motivation, and ludic tasks /." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0003980.
Full textWade, Jennifer A. "Analyzing "Word Games": Complex functions of language during traditional face-to-face speed-dating and online speed-dating events." Diss., Temple University Libraries, 2013. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/214826.
Full textPh.D.
Two Studies investigated the relationship between verbal behavior and short-term mate selection. The first study, an observational traditional speed-dating study, collected audio and video recordings of dyadic interactions between men and women in addition to self-report data on whether the participant would like to talk to each date in the future. The second study, a true experiment, employed the use of a researcher confederate to manipulate verbal behavior and attractiveness level of the speed-date partner. Participants were led to believe they were being "matched" with three other undergraduates based upon online profiles. Verbal behavior manipulations included varying valence-based autoclitics (neutral or high) and self-other referential autoclitics in two sequential orders (based on I , you , I /you in relation to one another, and dyadic we frames of reference). During traditional speed-dating, a wide variety of verbal operants were used. In general, dyadic we was not frequently used by participants, imprecise tacting tended to be characteristic of no ratings, and successful speed-daters tended to modify their verbal behavior as appropriate to the specific listener. For online-dating, among the findings concerning the observed relationships between autoclitics, physical attractiveness, and various outcomes in short-term romantic interest, were confederate use of I-to-we sequential progressions with neutral valence tended to best predict longer times spent chatting, as chosen by participants when given the choice to chat more than the five-minute minimum. Additionally, confederate use of I and you in relation to one another was positively correlated with participant interest ratings of the confederate for medium-attractiveness confederates and was negatively correlated with interest ratings for low- and high-attractiveness confederates. Autoclitics moderated the relationship between physical attractiveness of the confederate and yes ratings for both low- and high- attractiveness confederates. Findings from the current projects are discussed in context of general dissemination of verbal behavior and in context of other populations.
Temple University--Theses
Kanwal, Jasmeen Kaur. "Word length and the principle of least effort : language as an evolving, efficient code for information transfer." Thesis, University of Edinburgh, 2018. http://hdl.handle.net/1842/33051.
Full textIlar, Sandra. "The Hunger Games Viral Marketing Campaign : A Study of Viral Marketing and Fan Labor." Thesis, Stockholms universitet, Institutionen för mediestudier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-105864.
Full textYip, Wai-man Florence, and 葉慧敏. "Online vocabulary games as a tool for teaching and learning English vocabulary." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29597511.
Full textBooks on the topic "Word games"
Sunanthapakdee, Sunantha. Word Games: Word Games for Kids. Independently Published, 2020.
Find full textBook chapters on the topic "Word games"
Sheridan, Carmel. "Word Games." In Failure-Free Activities for the Alzheimer’s Patient, 88. London: Macmillan Education UK, 1992. http://dx.doi.org/10.1007/978-1-349-12441-1_18.
Full textFleisher, Paul. "Word Games." In Brain Food 100+ Games That Make Kids Think, 137–44. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-15.
Full textDanesi, Marcel. "Word Games." In An Anthropology of Puzzles, 53–81. London, UK ; New York : Bloomsbury Publishing, Plc, 2018.: Routledge, 2020. http://dx.doi.org/10.4324/9781003084495-3.
Full textFleisher, Paul. "Miscellaneous Word Games." In Brain Food 100+ Games That Make Kids Think, 183–92. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-23.
Full textFleisher, Paul. "Dramatic Word Games." In Brain Food 100+ Games That Make Kids Think, 174–79. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-21.
Full textPoulter, Christine. "Word and Story Games." In Playing the Game, 130–50. London: Macmillan Education UK, 1987. http://dx.doi.org/10.1007/978-1-349-18604-4_8.
Full textKilmer, Elizabeth D., Adam D. Davis, Jared N. Kilmer, and Adam R. Johns. "Spreading the Word." In Therapeutically Applied Role-Playing Games, 236–45. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003281962-14.
Full textMildner, Philip, Christopher Campbell, and Wolfgang Effelsberg. "Word Domination." In Games for Training, Education, Health and Sports, 59–70. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05972-3_7.
Full textYeo, Gee Kin. "Chinese Word Games for School Children." In Global Interdependence, 131–34. Tokyo: Springer Japan, 1992. http://dx.doi.org/10.1007/978-4-431-68189-2_16.
Full textVago, Robert M. "Vowel harmony in Finnish word games." In Linguistic Models, edited by Harry van der Hulst and Norval Smith, 185–208. Berlin, Boston: De Gruyter, 1988. http://dx.doi.org/10.1515/9783110250497-010.
Full textConference papers on the topic "Word games"
Rogers, Michael P. "The joy of word games." In Proceeding of the 44th ACM technical symposium. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2445196.2445495.
Full textRabii, Younès, and Michael Cook. ""Hunt Takes Hare": Theming Games Through Game-Word Vector Translation." In FDG 2024: Foundations of Digital Games. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3649921.3659851.
Full textNeysiani, Behzad Soleimani, Mohammad Ismaeil Shahabian, and Seyed Moein Khayam Nekooei. "Serious Cheating in Word Making Games with Specific Letters using Fast Correct Word Finder by Neural Match Tree: High-Performance Data Structure and Algorithms for Word Processing Games." In 2021 International Serious Games Symposium (ISGS). IEEE, 2021. http://dx.doi.org/10.1109/isgs54702.2021.9684759.
Full textTripodi, Rocco, and Marcello Pelillo. "WSD-games: a Game-Theoretic Algorithm for Unsupervised Word Sense Disambiguation." In Proceedings of the 9th International Workshop on Semantic Evaluation (SemEval 2015). Stroudsburg, PA, USA: Association for Computational Linguistics, 2015. http://dx.doi.org/10.18653/v1/s15-2055.
Full textVickrey, David, Aaron Bronzan, William Choi, Aman Kumar, Jason Turner-Maier, Arthur Wang, and Daphne Koller. "Online word games for semantic data collection." In the Conference. Morristown, NJ, USA: Association for Computational Linguistics, 2008. http://dx.doi.org/10.3115/1613715.1613781.
Full textRajalingam, Vivan Raaj, and Spyridon Samothrakis. "Neuroevolution Strategies for Word Embedding Adaptation in Text Adventure Games." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8847952.
Full textKhaewratana, Warat. "Elaborating on Word Games in STEM: Experimental Evidence." In AERA 2022. USA: AERA, 2022. http://dx.doi.org/10.3102/ip.22.1895013.
Full textKhaewratana, Warat. "Elaborating on Word Games in STEM: Experimental Evidence." In 2022 AERA Annual Meeting. Washington DC: AERA, 2022. http://dx.doi.org/10.3102/1895013.
Full textMachida, Yuichiro, Daisuke Kawahara, Sadao Kurohashi, and Manabu Sassano. "Design of Word Association Games using Dialog Systems for Acquisition of Word Association Knowledge." In Proceedings of the 5th Workshop on Automated Knowledge Base Construction. Stroudsburg, PA, USA: Association for Computational Linguistics, 2016. http://dx.doi.org/10.18653/v1/w16-1316.
Full textRhubido, Dadang, Kisyani Laksono, Agusniar Dian Savitri, Made Pramono, Indra Himawan Susanto, and Raras Tyasnurita. "Composing Sentences Skill Using Word Card Games “Si Tera”." In International Joint Conference on Arts and Humanities (IJCAH 2020). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.201201.157.
Full textReports on the topic "Word games"
Smerecka, Honorata. ANALYSIS OF PRESS HEADLINES FROM KROSNOCITY.PL AND KROSNO24.PL WEB PORTALS IN KROSNO. Ivan Franko National University of Lviv, March 2021. http://dx.doi.org/10.30970/vjo.2021.50.11108.
Full textIsmailova, L. Yu, O. O. Zhuravleva, O. I. Bazhenova, V. S. Zaytsev, and I. O. Sleptsov. educational computer game "family meeting" (version 1.0). SIB-Expertise, July 2022. http://dx.doi.org/10.12731/er0578.04072022.
Full textFernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), April 2023. http://dx.doi.org/10.55271/rp0037.
Full textStyugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, December 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.
Full textHardy, Angela, Emi Iwatani, Barbara Means, and John Seylar. Rubrics for Examining Historical Thinking Skills in High School World History Activities and Student Work. Digital Promise, January 2021. http://dx.doi.org/10.51388/20.500.12265/111.
Full textTusor, Anita. COMTOG Report on “The Light in the Darkness”. European Center for Populism Studies (ECPS), April 2023. http://dx.doi.org/10.55271/rp0038.
Full textWilliams, Thomas. Cell Biology Board Game: Cell Survival (School Version). University of Dundee, 2022. http://dx.doi.org/10.20933/100001270.
Full textHardy, Angela, and Emi Iwatani. Rubrics for Examining Historical Thinking Skills in High School World History Activities and Student Work: Construct Validity Evidence from the Literature. Digital Promise, January 2021. http://dx.doi.org/10.51388/20.500.12265/113.
Full textWong, Jason H., Anh B. Nguyen, and Lauren Ogren. Serious Game and Virtual World Training: Instrumentation and Assessment. Fort Belvoir, VA: Defense Technical Information Center, December 2012. http://dx.doi.org/10.21236/ada582033.
Full textBudzich, Jeffrey. PR-685-184506-R04 Potential Monitoring Techniques and Technologies for Real Time Rainfall and Flooding. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), April 2020. http://dx.doi.org/10.55274/r0011663.
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