Academic literature on the topic 'Word games'

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Journal articles on the topic "Word games"

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Mazur, Diane H., and Janet E. Halley. "Word Games, War Games." Michigan Law Review 98, no. 6 (2000): 1590. http://dx.doi.org/10.2307/1290257.

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Benne, Marcie R., Kathy K. Baxter, and Gregory M. Corso. "Word Games." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 40, no. 24 (1996): 1267. http://dx.doi.org/10.1177/154193129604002431.

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Chadwick, Andrew T. "Word games." Physics World 3, no. 2 (1990): 19. http://dx.doi.org/10.1088/2058-7058/3/2/19.

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Horgan, John. "Word Games." Scientific American 265, no. 4 (1991): 34. http://dx.doi.org/10.1038/scientificamerican1091-34.

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Rian 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 (2019): 87. http://dx.doi.org/10.24843/spektrum.2019.v06.i03.p12.

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Word stacking is a very popular game in the world. In general word stacking games are called Scrabble games. Word stacking games are educational games that prioritize vocabulary. There are several important aspects in word stacking games, including the configuration of the reference word and the value of letters. However, until now, there are no word stacking games with game configurations that use Balinese as a language reference. The purpose of this study is to design a word stacking game in Balinese as a language reference and determine the value of each letter used in the word. In its desi
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Liu, 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 (2024): 203–9. http://dx.doi.org/10.54254/2753-7048/36/20240460.

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Games play a vital role in shaping the character and behavior of people, especially young people. King of Glory has recently become one of the mainstream games in Chinese society, with a high profile, a large player base, and a relatively young average player age. The purpose is to analyse the swear and emotional words in the game of King of Glory. This paper takes the live playback in the last year of Billie as the research object, collects the three word categories of swear word, emotion-label word, and emotion-laben word when the host plays games in the video, and makes a timely analysis of
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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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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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Mullen, Inga. "German Word Games." Modern Language Journal 72, no. 4 (1988): 490. http://dx.doi.org/10.2307/327800.

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Kiss, Marilyn. "Spanish Word Games." Hispania 70, no. 3 (1987): 708. http://dx.doi.org/10.2307/343468.

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Dissertations / Theses on the topic "Word games"

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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.

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<p>Video 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 eit
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Niskanen, R. "Reachability games and related matrix and word problems." Thesis, University of Liverpool, 2018. http://livrepository.liverpool.ac.uk/3018108/.

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In this thesis, we study different two-player zero-sum games, where one player, called Eve, has a reachability objective (i.e., aims to reach a particular configuration) and the other, called Adam, has a safety objective (i.e., aims to avoid the configuration). We study a general class of games, called Attacker-Defender games, where the computational environment can vary from as simple as the integer line to n-dimensional topological braids. Similarly, the moves themselves can be simple vector addition or linear transformations defined by matrices. The main computational problem is to decide w
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Weakland, 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.

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Ryding, 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.

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Language is a system that fundamentally influences us as human beings. There are numerous schools of thought critiquing our use of language and celebrating attempts to break free of the control it has over our lives. In that perspective a transformative play with language can be seen as critical play, and a game design approach supporting this kind of play can be defined as critical. The cut-up technique is an aleatory literary technique invented by the Dadaists in the 1920s. It was the fundamental lack of belief in society and language that gave birth to the cut-up method. Mary Flanagan inclu
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Lutecki, 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.

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ADHD is a neurodevelopmental disorder that affects 5-7% of the global population of children, and the prevalence in western countries is reported to be even higher. This makes it the most common neurodevelopmental disorder in children. Traits often associated with ADHD are inattention, hyperactivity and impulsivity, all of which can impede a students’ education. There are instances where digital games have been used in the general education environment to increase focus and motivation in students, with positive results. Further examination of what problems are usually associated with an ADHD d
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Ojeda, 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.

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Wade, 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.

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Psychology<br>Ph.D.<br>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" wit
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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.

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In 1935 the linguist George Kingsley Zipf made a now classic observation about the relationship between a word's length and its frequency: the more frequent a word is, the shorter it tends to be. He claimed that this 'Law of Abbreviation' is a universal structural property of language. The Law of Abbreviation has since been documented in a wide range of human languages, and extended to animal communication systems and even computer programming languages. Zipf hypothesised that this universal design feature arises as a result of individuals optimising form-meaning mappings under competing press
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Ilar, 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.

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This essay examines Lionsgate’s viral marketing campaign for The Hunger Games (Gary Ross, 2012) and the marketing teams’ use of new marketing techniques and the online fan base. The essay also asks the question to what extent the fans’ participation in Lionsgate’s marketing campaign can be called fan labor. The study is based on a film industrial perspective and academic literature that deals with film marketing, the film industry, fandom and digital labor. The material used for the analysis of The Hunger Games marketing campaign is collected from newspaper articles and news interviews with Li
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Yip, 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.

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Books on the topic "Word games"

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Brandreth, Gyles. Word games. Harper & Row, 1987.

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Muriel, Prince, ed. Word games. Easylearn, 1996.

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Consortium, ESNS, ed. Word games. ESN(S) Consortium, 1986.

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Brandreth, Gyles. Everyman's word games. Dent, 1986.

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Golick, Margie. Wacky word games. Pembroke Publishers, 1995.

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Allen, Mayme. Challenging word games. Sterling Pub. Co., 1997.

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Brandreth, Gyles. Everyman's word games. Dent, 1986.

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Fatsis, Stefan. Word Freak. Houghton Mifflin Trade and Reference, 2004.

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Coles, Martin. Bright ideas: Word games. Scholastic, 1989.

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Sunanthapakdee, Sunantha. Word Games: Word Games for Kids. Independently Published, 2020.

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Book chapters on the topic "Word games"

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Sheridan, Carmel. "Word Games." In Failure-Free Activities for the Alzheimer’s Patient. Macmillan Education UK, 1992. http://dx.doi.org/10.1007/978-1-349-12441-1_18.

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Fleisher, Paul. "Word Games." In Brain Food 100+ Games That Make Kids Think. Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-15.

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Danesi, Marcel. "Word Games." In An Anthropology of Puzzles. Routledge, 2020. http://dx.doi.org/10.4324/9781003084495-3.

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Ehrenworth, Mary. "Word Games." In Vocabulary Connections. Routledge, 2025. https://doi.org/10.4324/9781003513759-25.

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Ehrenworth, Mary. "Word Games." In Vocabulary Connections. Routledge, 2025. https://doi.org/10.4324/9781003513759-9.

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Fleisher, Paul. "Miscellaneous Word Games." In Brain Food 100+ Games That Make Kids Think. Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-23.

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Fleisher, Paul. "Dramatic Word Games." In Brain Food 100+ Games That Make Kids Think. Routledge, 2021. http://dx.doi.org/10.4324/9781003233350-21.

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Berry, Roger. "Word Games, Puzzles and Parlour Games." In Linguistics and Language Play. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-96-0688-7_17.

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Poulter, Christine. "Word and Story Games." In Playing the Game. Macmillan Education UK, 1987. http://dx.doi.org/10.1007/978-1-349-18604-4_8.

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Rasinski, Timothy V. "Poetry and Word Games." In 40 Poems for 40 Weeks. Routledge, 2024. http://dx.doi.org/10.4324/9781003489054-3.

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Conference papers on the topic "Word games"

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Rogers, Michael P. "The joy of word games." In Proceeding of the 44th ACM technical symposium. ACM Press, 2013. http://dx.doi.org/10.1145/2445196.2445495.

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Rabii, Younès, and Michael Cook. ""Hunt Takes Hare": Theming Games Through Game-Word Vector Translation." In FDG 2024: Foundations of Digital Games. ACM, 2024. http://dx.doi.org/10.1145/3649921.3659851.

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Neysiani, 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.

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Tripodi, 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). Association for Computational Linguistics, 2015. http://dx.doi.org/10.18653/v1/s15-2055.

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Vickrey, David, Aaron Bronzan, William Choi, et al. "Online word games for semantic data collection." In the Conference. Association for Computational Linguistics, 2008. http://dx.doi.org/10.3115/1613715.1613781.

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Rajalingam, 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.

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Khaewratana, Warat. "Elaborating on Word Games in STEM: Experimental Evidence." In AERA 2022. AERA, 2022. http://dx.doi.org/10.3102/ip.22.1895013.

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Khaewratana, Warat. "Elaborating on Word Games in STEM: Experimental Evidence." In 2022 AERA Annual Meeting. AERA, 2022. http://dx.doi.org/10.3102/1895013.

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Machida, 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. Association for Computational Linguistics, 2016. http://dx.doi.org/10.18653/v1/w16-1316.

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Rhubido, 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). Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.201201.157.

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Reports on the topic "Word games"

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Hung, Tzu-Chieh. China plays word games and war games with Taiwan. East Asia Forum, 2024. http://dx.doi.org/10.59425/eabc.1722074400.

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Smerecka, Honorata. ANALYSIS OF PRESS HEADLINES FROM KROSNOCITY.PL AND KROSNO24.PL WEB PORTALS IN KROSNO. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.50.11108.

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The analysis of press headlines from the krosnocity.pl and krosno24.pl news portals in Krosno allowed to distinguish features and ways of creating headlines in the local press: from schematic constructions to metaphors, word games, hyperbolization of events and quoting statements. During the linguistic research, several key functions of local Internet portals also emerged: it is primarily to inform about the most important events from the region, but also to support the development of the city, promote local products and businesses, take care of the good name and the interests of its inhabitan
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Ismailova, 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, 2022. http://dx.doi.org/10.12731/er0578.04072022.

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COMPUTER LEARNING GAME DESIGNED TO STUDY FAMILY LAW. THE GAME ALLOWS IN AN INTERACTIVE MODE TO TEST YOUR STRENGTH IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS BY USING THE GAME’S EXPLANATIONS AND REFERENCES TO NORMATIVE ACTS SO CHECK YOUR UPTAKE. THE GAME CHARACTERS AND THEIR EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND THE OBJECT OF THE GAME AND TO WORK ON THESE TOPICS INDEPENDENTLY. THE CONTENT OF THE GAME IS IN ACCORDANCE WITH THE STATE STANDARD PROGRAM OF "JURISPRUDENCE". THE MAIN OBJECTIVE OF THE GAME. THE G
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Fernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), 2023. http://dx.doi.org/10.55271/rp0037.

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My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory o
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Styugina, 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, 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

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In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the
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Hardy, 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, 2021. http://dx.doi.org/10.51388/20.500.12265/111.

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These Historical Thinking Skills rubrics were created and validated for use in the evaluation of Gates Ventures’ World History Project (WHP) curriculum. The set of rubrics for scoring teacher lessons were designed to evaluate the potential of teacher-assigned activities (e.g., an essay prompt) to provide opportunities for students to learn historical thinking skills, while the set of rubrics for scoring student work were designed to assess the extent to which students successfully used historical thinking skills in the work these activities produced (e.g., a written essay). The categories of h
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Tusor, Anita. COMTOG Report on “The Light in the Darkness”. European Center for Populism Studies (ECPS), 2023. http://dx.doi.org/10.55271/rp0038.

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Video games can be used to counter extremist ideologies by highlighting the dangers of hate speech and promoting tolerance and understanding. This can be done through educational games and by incorporating messages of inclusivity and diversity into the gameplay and storyline. Holocaust education through video games make people to learn about the events of the Holocaust more interactively and engagingly. It allows players to experience the stories of individuals who lived through the Holocaust, better understand its impact on the world and make connections to present-day political events, and u
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Williams, Thomas. Cell Biology Board Game: Cell Survival (School Version). University of Dundee, 2022. http://dx.doi.org/10.20933/100001270.

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Cells are the smallest units of life. The environment around cells is always changing. Cells need to adapt to survive. This curriculum linked game and lesson plan introduces the world of cells to pupils 8-13. But can they keep their cells alive? This is a guide to how the cell survival resources can be used in a lesson and can be adapted as the teacher sees fit to do so. This lesson is aimed at 8-13 year olds, and fits into an hour long session. The Cell Survival Game has been adapted for both home use and for use in the classroom, and is accompanied by a series of videos. Learning Outcomes –
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Hardy, 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, 2021. http://dx.doi.org/10.51388/20.500.12265/113.

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Digital Promise sought to create and validate historical thinking skills rubrics for use in its evaluation of Gates Ventures’ World History Project (WHP) curriculum. Adopting a principled assessment development approach called Evidence Centered Design (Mislevy et al., 2003), the Digital Promise team began by conducting an academic literature review. In this paper, we elaborate on how the literature on history education and historical thinking skills informed rubric design, including details of what it says about: how historical thinking skills have been defined in the literature; what dimensio
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Wong, Jason H., Anh B. Nguyen, and Lauren Ogren. Serious Game and Virtual World Training: Instrumentation and Assessment. Defense Technical Information Center, 2012. http://dx.doi.org/10.21236/ada582033.

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