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1

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.

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2

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 (October 1996): 1267. http://dx.doi.org/10.1177/154193129604002431.

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3

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

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4

Horgan, John. "Word Games." Scientific American 265, no. 4 (October 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 (September 7, 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 design, the word used is sourced from the Second Edition of the Balinese Dictionary which consists of 10441 words. All the words will be grouped by the value using the K-Means Clustering method. Before all the words grouped with K-Means Clustering the words will be determined the frequency of occurrence of each letter in the word, appearance at the beginning and end of the word, and the frequency of the use of letters as a prefix and suffix. The results obtained from grouping with K-Means Clustering are letters A having the smallest value, namely 1 point and letters C, J, W, and Y have the largest value, 10 points.
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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 (January 15, 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 the collected typical data. The result is that the most common words used by most players in the game are emotion-laben words, swear words, and emotion-label words in descending order; the frequency of swear words, emotion-label words, and emotion-laben words in the three Honour of Kings anchor groups increases with the decrease in the number of anchor fans. The reason why gamers use swear words and emotional words frequently might be because it is closely related to the competitive nature of the game and the matching mechanism of the game that leads to the ups and downs of the game users.
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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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8

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

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9

Klemme, 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.

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10

Martinello, Susan Frances. "Playing Word Games." JAMA 322, no. 7 (August 20, 2019): 698. http://dx.doi.org/10.1001/jama.2019.5687.

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11

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 achieved an accuracy of over 80% in predicting their difficulty. By providing insight into the factors that influence the difficulty level of a word and the variability of reported results, the paper can help game developers design more engaging and challenging word games, while also assisting players in improving their word game performance.
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12

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 embedding methods – word2vec, GloVe, fastText or BERT. We introduce a new scoring function that measures the quality of clues, and we propose a weighting term called DETECT that incorporates dictionary-based word representations and document frequency to improve clue selection. We develop BabelNet-Word Selection Framework (BabelNetWSF) to improve BabelNet clue quality and overcome the computational barriers that previously prevented leveraging language graphs for Codenames. Extensive experiments with human evaluators demonstrate that our proposed innovations yield state-of-the-art performance, with up to 102.8% improvement in precision@2 in some cases. Overall, this work advances the formal study of word games and approaches for common sense language understanding.
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13

Meidl, Michael, Steven Lytinen, and Kevin Raison. "Using Game Reviews to Recommend Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 4 (June 29, 2021): 24–29. http://dx.doi.org/10.1609/aiide.v10i4.12752.

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We present a recommender system intended to be used by a community of gamers. The system uses free-form text reviews of games written by the members of the community, along with information about the games that a particular user likes, in order to recommend new games that are likely to be of interest to that user. The system uses the frequency of co-occurrence of word pairs that appear in the reviews of a game as features that represent the game. The pairs consist of adjectives and context words; i.e., words that appear close to an adjective in a review. Because of the extremely large number of possible combinations of adjectives and context words, we use information-theoretic co-clustering of the adjective-context word pairs to reduce the dimensionality. Games are represented using the standard information retrieval vector space model, in which vector features are based on the frequency of occurrence of cocluster pairs.We present the results of three experiments with our system. In the first experiment, we use a variety of strategies to relate frequencies of co-cluster pairs to vector features, to see which produces the most accurate recommendations. In the second, we explore the effects of co-cluster dimensionality on the quality of our system’s recommendations. In the third experiment, we compare our approach to a baseline approach using a bag-of-words technique and conclude that our approach produces higher quality recommendations.
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Dusmatov, Hikmatullo Haitboevich. "UZBEK NATIONAL WORD GAMES." Theoretical & Applied Science 98, no. 06 (June 30, 2021): 538–42. http://dx.doi.org/10.15863/tas.2021.06.98.62.

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15

LaPage, Wilbur F. "Forestry Word Games: Ecospeak." Journal of Forestry 89, no. 12 (December 1, 1991): 22–23. http://dx.doi.org/10.1093/jof/89.12.22.

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16

Mathews, Jessica. "Forestry Word Games: "Sustain"." Journal of Forestry 89, no. 5 (May 1, 1991): 29–30. http://dx.doi.org/10.1093/jof/89.5.29.

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Martínez-Santos, Raúl. "Word games or playing words? On the juridical nature of sporting games." cultura_ciencia_deporte 13, no. 38 (June 1, 2018): 183–94. http://dx.doi.org/10.12800/ccd.v13i38.1074.

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18

Burnić, Hatidže. "Semantic adaptation of germanisms in the conceptual field: Sports, entertainment and games." Post Scriptum 12, no. 13 (September 13, 2023): 122–32. http://dx.doi.org/10.52580/issn.2232-8556.2023.12.13.122.

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Semantic adaptation refers to the process of adjusting the meaning of a foreign word to the linguistic system of the recipient. When a word is "borrowed" from a foreign language, its original meaning may be lost or changed to better fit the new linguistic environment. This usually happens through prolonged use of the word in the target language, during which a new connotation of the word may gradually develop. In this study, the semantic adaptation of German-origin words in the Bosnian language system refers to the adjustment of the meanings of words integrated into the Bosnian language. Specifically, we examine how German-origin words related to sports and games are adapted to the Bosnian language system and what changes in their semantics are noticed after integration into the Bosnian language. This paper will also analyze the prevalence of German words in the field of sports and games and investigate how often they are used in the Bosnian language. By combining the analysis of semantic adaptation of words and research on the frequency of word usage in the Bosnian language, this paper will provide insight into the influence of the German language on the Bosnian language in the field of sports and games.
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19

Kulakova, Natal'ya Vasil'evna. "POTENTIAL VARIABILITY WORD CREATIVE GAMES." Ural Philological Herald. Series Language. System. Personality: the Linguistics of Creativity, no. 2 (2020): 187–98. http://dx.doi.org/10.26170/ufv20-02-17.

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20

Pierrehumbert, Janet, and Rami Nair. "Word Games and Syllable Structure." Language and Speech 38, no. 1 (January 1995): 77–114. http://dx.doi.org/10.1177/002383099503800104.

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21

Creak, G. Alan. "Word games and search spaces." ACM SIGART Bulletin, no. 103 (January 3, 1988): 41–44. http://dx.doi.org/10.1145/44418.44425.

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22

Zakotnova, Polina Vladimirovna, and Svetlana Dmitrievna Oskina. "Teaching foreign language vocabulary based on the methodology of using word games in high school." KANT 43, no. 2 (June 2022): 265–70. http://dx.doi.org/10.24923/2222-243x.2022-47.

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The purpose of the study is to develop a methodology for using word games in a foreign language class at a university. The article is devoted to the use of word games in foreign language classes at the university. It is emphasized that language and speech games in general have great potential in teaching a foreign language, increasing the motivation to study it, contributing to a more effective assimilation of language material, activating the speech-thinking activity of students. Scientific novelty – taking into account the analysis of the existing classifications of games, the concept of “word games” is formulated. As a result, the role of word games in teaching vocabulary is substantiated and a list of the most popular of them is given. Based on the survey data of junior students, it is concluded that the use of word games will, to a certain extent, solve the existing problems in teaching vocabulary. The proposed methodology is based on such provisions as taking into account general didactic and general methodological principles, observing the principle of didactic sequence, correlating the organizational and methodological structure of the lesson and specific word games.
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23

Sangia, Rohib Adrianto. "Emerging Word Games to Improve Young Learners' Vocabulary Skills in Ambonese Islamic School." Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP 9, no. 1 (June 30, 2022): 72. http://dx.doi.org/10.33394/jo-elt.v9i1.5233.

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This study aims to determine the implementation of word games and their impact on student learning outcomes in learning new vocabulary in grade VII Mts Hasyim Asyari Ambon academic year 2020/2021. This research was conducted in three cycles. Using word games as a methodology in teaching English vocabulary starts with the preliminary activities of the teacher opening the class, preparing word game activities, and conveying the objectives of the material. Then in the core activity, the teacher applies the word games. The teacher gives instructions about the rules and activities of word games. In the closing activity, the teacher asks students to express their difficulties and problems when doing word games. The subsequent finding is that student learning outcomes increase each cycle, wherein only five students, or 20%, have completed the pre-cycle using conventional methods. During the first cycle, learning was carried out using word game methodologies. The number of students who achieved completeness threshold rose to 16 people or 64%. In the last cycle, all students can complete the post-test with the same methodology. It shows that using the word games methodology to deliver vocabulary learning materials has significantly improved student learning outcomes.
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Terada, Tyran, and Yeonjung Lee. "The Association Between Leisure Games and Cognitive Functioning Among Older Adults." Innovation in Aging 5, Supplement_1 (December 1, 2021): 698. http://dx.doi.org/10.1093/geroni/igab046.2616.

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Abstract Stimulating leisure games have been shown to offer cognitive stimulation among older adults. This cross-sectional study examined the association between word games (crossword puzzles and scrabble) / cards and games (games such as chess) and cognitive functioning among adults aged 65 years and older (n=3271). All data were collected from the Health and Retirement Study (2016). Results from the hierarchical regression models suggest that higher levels of participation in word games (p<.01) and cards and games (p<.01) predicted higher levels of cognitive functioning. In the final model, after controlling for age, gender, ethnicity, marital status, education, and income, a total variance of 31 percent was explained. All covariates were statistically significant except marital status. Word games (β=.117, p<01) and cards and games (β=.054, p<.01) had a significantly positive association with cognitive functioning. These findings suggest that participation in word games and cards and games are associated with cognitive functioning among older adults.
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Aji, Willy, and Willy Aji. "NEOLOGISME MENGGUNAKAN AKRONIM DAN ABREVIASI DALAM DOTA 2." Apollo Project: Jurnal Ilmiah Program Studi Sastra Inggris 7, no. 2 (August 14, 2018): 74–82. http://dx.doi.org/10.34010/apollo.v7i2.2104.

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Every human being in this world certainly uses a language as communication. In this modern era, there are so many media that provide the means to communicate each other. It’s through social networks such as Facebook or Twitter, or using a cell phone that at this moment there are so many softwares for chatting and SMS. With the Internet in this modern era, the development of language increase rapidly. The created of a new word and language makes the language more variety. Same is in the online games that are widespread recently, that’s easy to find a new words and languages in online games. But not least people do not understand the definition that word. In this research entitled “Neologism using acronyms and abbreviations in DOTA 2” will discusses about the formations of words or meanings using neologism theory in DOTA 2. DOTA 2 is a multiplayer online game that developed by Valve company. There are a lot of new words using the form acronym and abbreviation. This phenomenon is very interesting to discuss in this article because that new language not only used in the game but also used in daily activity by gamer.
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Botne, Robert, and Stuart Davis. "Language games, segment imposition, and the syllable." Studies in Language 24, no. 2 (September 6, 2000): 319–44. http://dx.doi.org/10.1075/sl.24.2.04bot.

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Language games in which the phonological forms of words are systematically altered have been well-studied from a typological perspective. The two most common types of language games entail the transposition of phonological constituents (usually syllables) and the addition of phonemes at one or more locations within the word. Here we examine the latter type, proposing a novel distinction between insertion-type games and imposition-type games (exemplified, for example, by Spanish grande, which has the language game form grafandefe). In previous studies, imposition-type games have been analyzed formally as inserting a CV-template after each vowel of the word. We propose instead that such games involve the imposition of a consonant articulation upon the vowel. Not only is this approach conceptually simpler than the templatic approach, but it also provides an unproblematic account of diphthongal behavior, a natural explanation for the high frequency of inserted labial consonants, and independent support for the concept of the demisyllable.
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Farih, Abdullah, and Wahyu Maulidah. "DEVELOPING WORD BUBBLE GAME TO TEACH VOCABULARY FOR ELEMENTARY SCHOOL IN THE ACADEMIC YEAR 2017/2018." JURNAL REFORMA 7, no. 2 (January 29, 2019): 70. http://dx.doi.org/10.30736/rfma.v7i2.79.

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The research aims at developing vocabulary materials based on Word Bubble Games for the students of Elementary School students’. The main purpose of this study is to help the English teachers to create fun activities in teaching English by introducing traditional Word Bubble games to the students. To reach the purpose of the study, the researcher employed Research and Development method (R&D) and adapted ADDIE’ model. The researcher used three instruments to obtain the data such as interview, questionnaires and observation. The obtained data will be classified based on the instrument used. To show the results, the researcher explained them in quantitative and qualitative approach. The results show that most of fifth grade students of MI Fathul Huda give a good response toward the developed games. In addition, the experts gave an excellent judgment to the developed materials. After finishing all the stages, the researcher finally provided prototype product. The prototype product is a handbook for the teachers to teach vocabulary. The book entitled “Gladhi English” which comprises of six lessons and ten games which have been modified in order to be applicable in teaching vocabulary. Key words: Word Bubble Games, Teaching Vocabulary
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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 (February 14, 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 technique in this study used purposive sampling. The number of samples used as many as 25 respondents. The data in this study used a pre-test and post-test as well as a questionnaire which was analyzed using SPSS version 19. Based on the results of the study, it can be concluded that first, the level of understanding of female students in the use of dropping word education games in learning English vocabulary can be seen from the final score (post-test) for the experimental group of 80.50 while the post-test of the control group is 67.17. Has a difference in the value of 13.33. Second, there is effectiveness in teaching vocabulary using dropping word education games to female students. This can be seen from the value of the t-test Pair 1 and Pair 2 obtained the value of Sig. of 0.000 < 0.05.
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Allen, Janet. "The Word Market: The Shopping Network for Trading Words." Voices from the Middle 11, no. 3 (March 1, 2004): 56–57. http://dx.doi.org/10.58680/vm20043099.

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Our use of technology is more embedded in our lives than we know–even when it comes to word study. Allen offers Web sites with word games, book talks, vocabulary, Magnetic Poetry–even a Periodic Table of Elements with a poem for each element! Rich resources for rich word study.
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Zati, Vidya Dwi Amalia, Anifah Anifah, Sani Susanti, and Elizon Nainggolan. "TEACHING ENGLISH BY USING GAME FOR PRIMARY SCHOOL STUDENTS." ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED 10, no. 1 (June 30, 2020): 94. http://dx.doi.org/10.24114/esjpgsd.v10i1.19291.

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ABSTRACTIn Indonesia, English begins to be taught in primary school from the first grader by adjusting to children’ ability. Teaching English by using games is one of the best ways to teach children. Games can be used to draw students’ attention to learn English. But, firstly, teachers should consider that a game must has an educational purpose and value, such as Whispering words game, Word family game, Words search game, Board race game, Hot seat game and many mores. The teachers only need to determine the type of games that fits the particular topic of learning and learning purpose. Keywords: Teaching English, Games, Students
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Dosmatov, Hikmatullo Haitboevich, and Ehtiyot Ismailovna Ibragimova. "LINGUISTIC PHENOMENA ASSOCIATED WITH WORD GAMES." Theoretical & Applied Science 97, no. 05 (May 30, 2021): 108–11. http://dx.doi.org/10.15863/tas.2021.05.97.17.

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32

Sholihah, Nisa, and Rizal Firdaus. "Al’ab Lughawiyyah Li Ta’liimi Al-Lughah Al-‘Arabiyyah Min Khilali Kalimah An-Nadzoir Al-Mukhadi’ah Fi Qamuus As-Sundawiyyah." Mauriduna: Journal of Islamic Studies 2, no. 1 (May 28, 2021): 91–105. http://dx.doi.org/10.37274/mauriduna.v2i1.432.

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الملخص إنّ ألعاب لغوية هي إحدى وسائل التعليم تناسب كلّ مرحلة صغارا كان أو كبيرا، و كذا ألعاب لغوية وسيلة جيّدة استفادت منها برامج تعليم اللغات. فلهذا يهدف هذا البحث معرفة كلمات النظائر المخادعة بين اللغة العربية واللغة السندوية في قاموس اللغة السندوية لرادين ستشاديبراتا(Raden Satjadibrata)، ومعرفة نماذج ألعاب اللغوية لتعليم اللغة العربية خلال كلمات النظائر المخادعة بين اللغة العربية والسندوية وتطبيق هذه الألعاب اللغوية. استخدمت الباحثة الطريقة المكتبية والطريقة التجريبية. ومجتمع الدارسة عدده 20 طالبة من السندويات من قسم الإعداد اللغوي بجامعة الراية. وتحصل الباحثة على الخلاصة أنّ 4،3% كلمة النظائر المخادعة التي تدخل في حرف H، 0،5% الكلمة التي تدخل في حرف I، 2،9% كلمة التي تدخل في حرف J، 1،8% كلمة التي تدخل في حرف K، و8 من 802 كلمة أو 0،10% كلمة التي تدخل في حرف L. أنّ 95% ألعاب لغوية تؤثر في تعليم اللغة العربية وأنّ أكثر الطالبات يحببن لعبة تطابق الصورة مع الكلمات، وأنّ أكثر الطلبات لا يحببن لعبة بحث الكلمات في الصندوق، و أنّ أكثر الطالبات يحترن لعبة تطابق الصورة مع الكلمات ولعبة إعادة بناء الجملة هما لعبتان مناسبتان لتعليم اللغة العربية. Abstract Language games are one of the teaching aids for every stage, young or old. language games are a good way to benefit from language education programs. .This research aims to know the words of homonym between Arabic in Raden Sajadibrata dictonaryfor teaching Arabic through language games and applying these Language games.The researcher used the library research method and the experimental method. the sample this study includes 20 female sundanese speaking from the prepatory class at STIBA ar-Raayah.The researcher obtains the conclusion that4,3% of the word is entered in the letter H,2.90% of the word enter the letter J,1.8% of the word enter the letter K, and 0.10% of the word L. that 95% of language games affect the teaching of the Arabic language, And that most students love the game that matches the image with the words, and that most students do not like the word search game in the box, and that most students are interested in the game that matches the image with the words and the game of sentence reconstruction are suitable games for teaching the Arabic.
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33

Szymańska, Marta, and Paweł Sporek. "English Loanwords in the Language of Young, Contemporary Computer Gamers." International Journal on Language, Literature and Culture in Education 3, no. 1 (June 1, 2016): 62–82. http://dx.doi.org/10.1515/llce-2016-0004.

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Abstract The following article is about the presence of English loanwords in the language used by young gamers. It is of research nature - it is based on the recognition, around the mother tongue, of primary and secondary school students. It emerges from survey research whose aim was to examine how the language of young Poles is influenced by information technology, especially computer games and films related to gaming. The most important aim of the research was to diagnose to what extent and in what form English vocabulary used in computer games penetrates everyday language of students. It was also important to establish the way in which Polish absorbs loaned vocabulary in natural communication and adjusts it to its rules (inflexion, syntax, word building). The questions prepared for the purpose of the survey examined linguistic intuition of students who had the possibility to choose the lexicon (English word and its Polish equivalent), as well as show the understanding of words typical of computer games which derive from English and are also changed in some way. The research tool also examined the student's lexical competence which was supposed to be directly related to the environment of new technology and computer games as well as examined the use of given lexicon in various syntactic constructs. The foundation for the described results and the topic discussed in this article were the thoughts regarding the role and the influence of new technological and socio-cultural reality and their influence on the changes in the language.
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Дюндик, Олена. "Прецедентні імена як інструмент мовно'п' гри у словотворенні (на матеріалі романів Евгена Пашковського)." Pomiędzy. Polonistyczno-Ukrainoznawcze Studia Naukowe 1, no. 1 (2015): 311–24. http://dx.doi.org/10.15804/pomi201522.

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Precedent names as a means of language games in word-formation (on the basis of Eygen Pashkovsky’s novels). The object of this arh'cle is to illuminate new derivates that were created on the basis of precedent names in novels of modern Ukrainian author Eygen Pashkovsky. Language games in the process of word-formation show a tendency towards democratization in Ukrainian language and disappearing bounds between spoken and literary language. New words that appear on the basis of well-known proper names widen different parts of speech i.e., adjectives, verbs, nouns. Expanding semanh’cs and hyper-expression of author’s neologisms are analyzed in the context of language games. The author of the article suggests that precedent names modified in language game expand their semantics and attract attention due to their form.
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Fauzani, Fandi Achmad. "Implementation of Using Word Game to Improve Students’ Vocabulary Mastery during Online Learning at the Seventh Graders of Ban Nonsawan School." IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature 10, no. 1 (June 10, 2022): 33–42. http://dx.doi.org/10.24256/ideas.v10i1.2651.

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The current study strives to enhance seventh graders’ comprehension of English vocabulary using word games during online learning at Ban Nonsawan School in Loei, Thailand. This study was based on early findings suggesting students have difficulty learning English due to a lack of vocabulary. Participants in this research ranged in age from 12 to 13 years old and were part of a class of 18 students. This study employs a Classroom Action Research (CAR) methodology. The data was gathered by observation, questionnaires, and a test. Triangulation was used to evaluate the data. This study indicates that the seventh-grade students’ junior high school English vocabulary at Ban Nonsawan School, before the classroom action research implemented the word games, averaged 62% in cycle 1. After implementing word games, the score increased in cycle 2, an average of 79%. The results of this study met the achievement indicator of 75%. They show that online learning executing word games can motivate students, remember vocabulary quickly, and make learning fun. Based on the classroom action research findings, it can be concluded that word games can help students in seventh grade at Ban Nonsawan School in Loei, Thailand, enhance their English vocabulary proficiency.
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Maurer, Karsten, Lynette Hudiburgh, and Lisa Werwinski. "What do students gain from games? Dice games vs word problems." Teaching Statistics 42, no. 2 (February 27, 2020): 41–46. http://dx.doi.org/10.1111/test.12214.

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Baiq Siti Humaeratul Azizah, Hidayati, Irwandi, and Edi. "Meta-Analysis: The Effect of Word Search, Wordwall, Crossword, & Scramble Games in Learning English Vocabulary." Journal of Language and Literature Studies 4, no. 1 (March 20, 2024): 71–83. http://dx.doi.org/10.36312/jolls.v4i1.1756.

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Games are one way to make learning vocabulary fun, especially with attractive games such as Word search, Wordwall, Crossword, and Scramble. By using the meta-analysis research aimed at reviewing the effect of word search games, wordwall, crossword, and scramble games to improve student vocabulary. The results of the research observed as much as 54 eligible data with the number of participants (N), F-count, t-count and r-count. Data analysis conducted with JASP software simulation shows that the effect of Word Search, Wordwall, Crossword, and Scramble for vocabulary learning is 83% significant, that is in the high category. Based on the Forest Plot, Crosswords have the highest influence value of 1.04% more than word search, wordwall, and scramble this indicate that Crossword games are more effective in learning vocabulary. Subsequently, viewed from the variety of participants, participants with less than (40) have the highest effect with an estimate value of (1.009). The results of this research provide strong evidence regarding the effect of the games in improve students' vocabulary learning. The practical use of these findings can be maximized by educators and adopt policies in designing more effective learning to improve students' vocabulary in learning English.
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BAŞER, Nahiye. "Öğretmen Görüşüne Göre İlköğretim Yabancı Dil Olarak Türkçe Dersinde Öğrencilerin İsteklendirilmesinde Öğretmenlerin Oyun Tercihi." International Journal of Social Sciences 7, no. 29 (June 15, 2023): 334–55. http://dx.doi.org/10.52096/usbd.7.29.20.

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The aim of this study is to determine the importance of games, which are effective in providing student motivation within the scope of game-based learning in Turkish lessons. Games enable students to participate more actively in the lesson and make learning more fun. Games also have a positive effect on students' socialization and self-confidence. It is known that teachers often apply games that are effective in encouraging students. Teachers who teach Turkish as a foreign language at primary education level outside of Turkey, do instructive activities to increase students' motivation to the lesson through gamification for primary school students at A1-A2 basic level. In this context, in order to determine the game preferences of the teachers in the lessons, the opinions of 37 teachers about the subject were asked by the researcher as a question, through online and face-to-face interviews, one of the qualitative data collection methods, and the data were collected by recording their answers. The obtained data were interpreted after being analyzed as content and descriptive. According to the findings of the research, word generation, word card games, garden games, puppet-miniature games, balloon-ball games, puzzle games, word-of-mouth games and memory games were determined as the most preferred games in providing motivation for teachers. Keywords: Teacher's view, foreign language, primary school Turkish lesson, game preference, motivation.
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Romanova, Tatiana A. "THE FUNCTIONS OF THE LANGUAGE GAME IN PROFESSIONAL COMMUNICATION AMONG ENGLISH SPEAKING ANIMATORS IN THE CONTEXT OF THE DISNEY ANIMATION STUDIO PRODUCTION." Lomonosov Journal of Philology, no. 3, 2023 (June 19, 2023): 54–64. http://dx.doi.org/10.55959/msu0130-0075-9-2023-47-3-5.

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The language game has been a long-term study object among linguists and philosophers. The given paper studies the functions and ways of implementing language games in the professional communication of Disney studio animators through the analysis of morphemic and semantic structure of the selected language units, the context of their use and their functions. The given study is supposed to be of contemporary scientific relevance due to low interest in the peculiarities of professional communication in animation and is aimed at filling to some extent the gap in the studying of animation specialised vocabulary by researching its language games through their word-building tools. The study object is represented with the language games and their functions. The subject of the study deals with various ways of word-building in the context of professional communication in animation: contamination, collocating semantically mismatching words (oxymoron), conversion, working rules stylized as the Bible commandments. The undertaken research revealed that the examined language units, formed as a part of the language games process, fulfilled pragmatic functions and were used for achieving definite production, creative and communicative purposes. The examined material and proposed analysis can be useful for a broad audience of theorists and practitioners in the field of lexicology and ways of word-building, discourse studies and communication studies.
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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 (March 12, 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 cube, and word cards to form words using a combination of the cubes. More precisely, we provide the opportunity to form as many words as possible from the dataset, while minimizing the number of cubes. The proposed methods were created using a combination of a character-level n-gram model and letter position frequency in words at the level of vowels and consonants. To perform the experiments, a novel dataset, consisting of 4.5 k 3–5 letter words, was created by filtering based on child age groups for the Uzbek language, and three more datasets were generated, based on the support of experts for the Russian, English, and Slovenian languages. Experimental evaluations showed that both models achieved good results in terms of average coverage. In particular, the Vowel Priority (VL) approach obtained reasonably high coverage with 95.9% in Uzbek, 96.8% in English, and 94.2% in the Slovenian language in the case of eight cubes, based on the five-fold cross-validation method. Both models covered around 85% of five letter words in Uzbek, English, and Slovenian datasets, while this coverage was even higher (99%) in three letter words in the case of eight cubes.
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Arthaningtyas, Kun, Nita Nurmayanti, Jamil Malia, Imam Tabroni, Guijiao Zou, and Bouyea Jonathan. "Optimizing the Use of Wordwall Educational Games Aplication." Journal Emerging Technologies in Education 1, no. 3 (September 27, 2023): 167–76. http://dx.doi.org/10.55849/jete.v1i3.373.

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Background. Wordwall is an interesting application associated with this program. The app is clearly intended as an educational tool, a platform and an exhilarating evaluation for students. Teachers find it suitable with the concept of learning and playing using wordwall during student learning to keep it interesting and avoid boredom Purpose. Wordwall media can increase happiness, excitement, enthusiasm and motivation. Method. This wordwall can be used for all levels of online and offline learning, from elementary school to college. Results. , Its simple design and many features, Wordwalls is very easy for new users to understand, Wordwalls has several advantages, Wall is very special compared to other web applications. Conclusion. The use of word walls in the learning process is not yet common, but there are many documents and research results about word walls on the Internet. Using phallus words by students in online learning, it was concluded that phallus words can improve students' learning activities and outcomes. The text wall increases students' interest in the lesson and reduces boredom during the teaching process
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Puput Kinanti, Kingkin, and Yuliana Riskawati. "JENIS DAN FUNGSI PERMAINAN BAHASA (BAHASA PLESETAN) KAUS YAJUGAYA: SEBUAH TINJAUAN SOSIOLINGUISTIK." Hasta Wiyata 4, no. 2 (July 1, 2021): 131–47. http://dx.doi.org/10.21776/ub.hastawiyata.2021.004.02.03.

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This study aims to describe (1) types of language game and (2) functions of language games on Yajugaya shirts. This type of research is a qualittative descriptive study. The subjects of this research are in lingual units consisting of words, pharases and sentences contained in the Yajugaya shirt. The object of research is the from of language games, types of language games and the funcitions of language games found on the Yajugaya shirt. Data obtained by observation and dokumentation techniques, the technique is applied by collecting sources in the form of language game material especially material that refers to theYajugaya shirt to strengthen the research. Data were analyzed using interactive methods, in the interactive analysis process, there were data collection, data reduction, data presentation, and conclusion drawing. On the validity of the data obtained through the validity test of increasing persistence, triangulation and peer discussion. The results of the study consisted of three thing, namely as follows: first, the basic froms of language games contained in the Yajugaya shirt were 3. Namely (1) basic form of language game words (2) basic forms of language games phrase (3) basic from of language game sentences. The two funcition of language games on the shirt are also 4, namely (1)type of word play on the shirt, (2) types of word games between languages on the Yajugaya shirt, (3) types of malapropism, (4) types of tongue glitch on the Yajugaya shirt. Third, there are 4 funcitions of the language game on the shirt namely (1) humor funcitions (2) criticism funcition (3) creative funcitions and (4) aesthetic funcitions.
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Ilahiyati, Nasru, Zuliati Rohmah, and Hamamah Hamamah. "THE IMPLEMENTATION OF WORDWALL GAMES IN VOCABULARY LEARNING." IJEE (Indonesian Journal of English Education) 10, no. 1 (July 27, 2023): 144–59. http://dx.doi.org/10.15408/ijee.v10i1.29905.

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ABSTRACTThis article investigates the use of online-based application "WordWall Games" as a vocabulary learning tool. The research aims to observe the participants' ability to enhance pronunciation, memorize vocabulary, and construct words into sentences. This study addresses three research questions: How is the design of WordWall games beneficial for developing students' vocabulary?; How is the application of WordWall games integrated into vocabulary teaching?; How do students acquire new vocabulary after being instructed using WordWall? To collect the data for this study, the researchers conducted direct observations involving ten students studying English Literature in Malang as participants of this study. Six game-based media were utilized, including Random Card Games, Crossword Games, True or False Tasks, Translation Tasks, Construct Word Tasks, and Anagram Tasks. The research findings indicate that using WordWall games as a learning tool effectively improves students’ pronunciation, memorization, and sentence construction skills.ABSTRAKArtikel ini membahas penggunaan aplikasi berbasis online "WordWall games" sebagai alat pembelajaran kosakata. Penelitian ini bertujuan untuk mengobservasi kemampuan partisipan dalam meningkatkan pengucapan, menghafal, dan menyusun kata-kata menjadi kalimat. Artikel ini membahas tiga pertanyaan: 1. Bagaimana desain WordWall games bermanfaat untuk mengembangkan kosakata siswa? 2. Bagaimana penerapan WordWall games dalam pengajaran kosakata? 3. Bagaimana siswa memperoleh kosakata baru setelah diajarkan menggunakan WordWall? Peneliti melakukan observasi langsung yang melibatkan sepuluh mahasiswa yang sedang menempuh pendidikan Sastra Inggris di Malang. Enam media berbasis permainan digunakan, termasuk Random Card Games, Crossword Games, True or False Tasks, Translation Tasks, Construct Word Tasks, dan Anagram Tasks. Temuan penelitian menunjukkan bahwa penggunaan WordWall games sebagai alat pembelajaran efektif dalam meningkatkan pengucapan, penghafalan, dan kemampuan menyusun kalimat.How to Cite: Ilahiyati, N., Rohmah, Z., Hamamah. (2023). The Implementation of Wordwall Games in Vocabulary Learning. IJEE (Indonesian Journal of English Education), 10(1), 144-159. doi:10.15408/ijee.v10i1.29905.
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Sadler, Evan. "Diffusion Games." American Economic Review 110, no. 1 (January 1, 2020): 225–70. http://dx.doi.org/10.1257/aer.20180601.

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Behaviors and information often spread via person-to-person diffusion. This paper highlights how diffusion processes can facilitate coordination. I study contagion in a discrete network with Bayesian players. In addition to characterizing the extent and rate of adoption, we uncover a new effect: when large cascades are possible in equilibrium, exposure conveys information about a player’s network position. This effect underscores a novel trade-off in the design of marketing campaigns, suggesting conditions under which word-of-mouth is relatively more effective. A generalization of the model to multi-type networks suggests a new approach to targeted seeding. (JEL D83, D85, M31, M37, Z13)
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Bancha, Woralak, and Nattapong Tongtep. "Enhancing Vocabulary Memorization and Retention through LMS and MultiEx Game Platforms among Thai Tertiary Students." International Journal of Learning, Teaching and Educational Research 20, no. 10 (October 30, 2021): 173–92. http://dx.doi.org/10.26803/ijlter.20.10.10.

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Although technology has been integrated into vocabulary instruction, to date, few studies have compared whether learning management system (LMS) vocabulary exercises or vocabulary online games facilitate better vocabulary acquisition. The purpose of this study was to investigate whether the Test of English for International Communication (TOEIC) vocabulary lessons plus LMS exercises and TOEIC vocabulary lessons plus MultiEx games (online games) foster short-term vocabulary memorization and long-term vocabulary retention, as well as which performed better. Participants were 72 first-year students at a university in southern Thailand. They were divided into two experimental groups, one given LMS exercises and the other MultiEx games. A word list was taken from the TOEIC word list and a pre-test was used to determine how many words students knew. The unknown words were used in the design of the vocabulary lessons. Ten lessons were provided for the students. Immediately after each lesson, a post-test was conducted to measure their vocabulary recognition. Two weeks after the final lesson, a delayed post-test was conducted to determine how many of the new words had been retained. The main finding was that both vocabulary memorization and retention were enhanced through the use of LMS exercises and the use of MultiEx games. The results showed a higher mean score for the MultiEx game group in both the immediate post-tests and the delayed post-test. Although the differences between the two groups were not statistically significant, the findings suggest integrating technology enhances vocabulary learning outcomes.
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Nuetzman, Amy L., and Yalchin Abdullaev. "Teaching Medical Terminology Using Word-Matching Games." Journal of Continuing Education in Nursing 43, no. 7 (July 1, 2012): 297–98. http://dx.doi.org/10.3928/00220124-20120621-04.

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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 (May 20, 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 media based on the digital game word wall in improving student learning outcomes at Elementary Schools. This type of research is Research and Development (R & D). The research and development procedure used is 4-D: define, design, develop and disseminate. The subjects of this study were fourth-grade students at SD Negeri Minasa Upa Makassar, consisting of 31 students and two teachers. Data was collected through test techniques, observation, and questionnaires. The data analysis technique used is quantitative analysis according to the research and development stage. The results of this study indicate that : (1) The need to develop social science learning media based on the digital word wall games is a fundamental demand in the digital era in learning where challenging and fun interactions are needed in the form of word wall games for elementary school students; (2) Social science learning media based on the digital word wall games are designed through the stages of selecting games, compiling quizzes, selecting formats, initial design, and limited trials; (3) digital word wall game- based social science learning media has an adequate level of validity in all components. The display aspect of word wall game digital media, stages, and tests obtained the maximum value from the validator. (4) Social science learning media based on digital game word walls fulfill the practicability requirements through the positive response of teachers and students, which is marked by increased student activity in learning. (5) Social science learning media based on digital game word walls is practical for social studies learning, marked by increased student learning outcomes through pretest and posttest.
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Benne, Marcie R., and Kathy K. Baxter. "An Assessment of Two Computerized Vocabulary Games Reveals That Players Improve as a Result of Review." Journal of Educational Computing Research 18, no. 3 (April 1998): 245–58. http://dx.doi.org/10.2190/6gj0-8hmy-enfq-6ktx.

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Two commercially available, computerized vocabulary games were assessed for their teaching benefits to users. The games were independently tested against three criteria, not against each other. The Matching Game used a rehearsal teaching strategy and required participants to match words to their meanings. The Analogy Game used a semantic strategy and required participants to determine the relationship between the meanings of three words. Game scores were used as the dependent measure because they reflected the accuracy of the participants' responses and their knowledge of the word meanings. The assessment revealed three points of interest about the games. First, participants improved game scores when they reviewed the meanings of words presented in the games. Second, participants did not improve their ability to determine the meaning of new words that were presented in either game. Third, participants with low verbal skills prior to playing the Matching Game demonstrated greater improvement in game scores than the participants with initial high verbal skills.
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Teh, Ee Wen, Gengeswari Krishnapillai, and Ling Meng Chan. "Tertiary Student Experiences With Digital Language Games for Enhancing the English Language." International Journal of Game-Based Learning 12, no. 1 (January 2022): 1–18. http://dx.doi.org/10.4018/ijgbl.287826.

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Recently, digital games are used as a form of new media with massive potential for learning the English Language. To understand the typology of user experiences with digital games, the Presence-Involvement-Flow Framework (PIFF) was utilized. A series of semi-structured interviews were conducted with ten tertiary students in Northern Malaysia. Participants were asked to download and familiarize five digital language games (Duolingo, Memrise, Word Connect, Word Domination and Word Tower Puzzles) before the interviews. Thematic analysis technique was used to analyze the responses. The study’s thematic network comprises four global themes (Game Structure, Feelings, Skills Gained and Prerequisites) and seven organizing themes (Instruction, Game Design, Positive Emotional Outcome, Negative Emotional Outcome, Soft Skills, Technical Skills and Skills Required). The result is expected to be a good guideline or research framework for practitioners and researchers in exploring further the concept of user experience with English language digital games.
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Liu, Guangsheng, Binjian Cai, and Junlin Liao. "Analysis Of Wordle Games Based on Multiple Logistic Regression and Clustering." Highlights in Science, Engineering and Technology 63 (August 8, 2023): 83–90. http://dx.doi.org/10.54097/hset.v63i.10829.

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The development of social media has led to an increasing number of people participating in the online guessing game Wordle, which has become a popular phenomenon on Twitter. Understanding the difficulty of the Wordle game is important for both players and game designers. This article aims to gain an in-depth understanding of the game by analyzing its gameplay reports and word difficulty. Firstly, this article predicts the distribution of Wordle report results. Using a multivariate logistic regression model, the probability distribution prediction is converted into a classification problem, with word attributes and the average number of guesses per player as independent variables for prediction. At the same time, this article introduces random noise into the model prediction to address low probability issues. The model is evaluated using MAE and RMSE, and sensitivity analysis is conducted using k-fold cross-validation. In order to further evaluate the difficulty of words in the game, this article uses the entropy weight-TOPSIS method combined with the Bi-Kmeans classification model to classify word difficulty. The model results show that word difficulty can be divided into five categories. Finally, this article evaluates the performance of the model using Davies-Bouldin Index and the Silhouette Coefficient, and the results show that the model has strong reliability and persuasiveness.
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