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Journal articles on the topic 'Word games'

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1

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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3

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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10

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

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11

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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12

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

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13

Fonseca Quesada, Felix. "Insights into Spanish metrical structure through language games." Borealis – An International Journal of Hispanic Linguistics 13, no. 2 (2024): 329–47. http://dx.doi.org/10.7557/1.13.2.7701.

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Some Spanish language games involve reordering the syllables of the words. However, the stressed syllable of the game word does not always match the stressed syllable in the original Spanish word and/or the position of the stress in the original Spanish word. Using game words found in different sources, a corpus of 261 words from different Spanish games was created to account for the games’ stress patterns. The metrical structure of the language games (e.g., Vesre, which is a game in Argentina and Uruguay) was analyzed. The results of the analysis suggest that the game words’ metrical structur
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14

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 (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 o
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Dusmatov, Hikmatullo Haitboevich. "UZBEK NATIONAL WORD GAMES." Theoretical & Applied Science 98, no. 06 (2021): 538–42. http://dx.doi.org/10.15863/tas.2021.06.98.62.

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Tarricone, Paul. "Editor's note: Word Games." Lighting Design + Application 50, no. 3 (2020): 4. https://doi.org/10.1177/036063252005000301.

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17

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

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Mathews, Jessica. "Forestry Word Games: "Sustain"." Journal of Forestry 89, no. 5 (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 (2018): 183–94. http://dx.doi.org/10.12800/ccd.v13i38.1074.

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20

Burnić, Hatidže. "Semantic adaptation of germanisms in the conceptual field: Sports, entertainment and games." Post Scriptum 12, no. 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. Speci
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Juwariah, Siti, Susanto Susanto, and EE Junaedi Sastradiharja. "Pemanfaatan Media Kartu Kata Bergambar dalam Meningkatkan Kemampuan Membaca dan Kognitif pada Anak Usia Dini di RA Al Jannah Jakarta Utara." Indo-MathEdu Intellectuals Journal 5, no. 6 (2024): 7705–16. https://doi.org/10.54373/imeij.v5i6.2238.

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This study aims to examine the use of picture word card media which is carried out with several methods or ways of recognizing vocabulary in each theme in improving early childhood reading and cognitive skills in RA Al Jannah. This study uses a qualitative approach with literature study methods and in-depth interviews. The instruments used are interview and observation sheets as well as several studies that examine the theme. The data produced are primary and secondary data. The data analysis carried out was to review the literature and triangulation of data based on the results of interviews
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22

Seytniyazova, Sarbinaz Bakhadirovna. "TEACHING ENGLISH THROUGH INTERACTIVE GAMES IN A HIGHER EDUCATIONAL ESTABLISHMENT." Eurasian Journal of Academic Research 1, no. 9 (2022): 584–88. https://doi.org/10.5281/zenodo.5813065.

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The article discusses the possibilities of using word games in the process of teaching a foreign language at a university. The main classifications of games are given, with the main attention being paid to games of a lexical nature. The article substantiates the conditions that allow the most effective use of word games in the classroom in a foreign language, and also provides examples of games at different stages of work with students.
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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 (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 “wo
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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 (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
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DILNA, Oksana. "GAMIFICATION IN LANGUAGE LESSONS: APPLY OR AVOID?" Culture of the Word, no. 100 (2024): 251–61. https://doi.org/10.37919/0201-419x-2024.100.20.

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The article focuses on the analysis of the English borrowing гейміфікація which is widely used by language teachers in their professional speech. The source for the research was educational and methodological materials posted on the popular educational platforms “Vseosvita” and “Na urok”. The professional discourse of modern educators is characterized by new foreign words, primarily English borrowings. On the one hand, this spontaneous process confirms the important role the English language plays in international communication, while on the other hand, it evokes serious concerns among linguis
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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 (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
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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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28

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

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29

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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30

Botne, Robert, and Stuart Davis. "Language games, segment imposition, and the syllable." Studies in Language 24, no. 2 (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 f
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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 (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
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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 (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.
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Бобчинець, Любов Іванівна. "ЛЕКСИКО-СЕМАНТИЧНІ Й СТРУКТУРНІ ОСОБЛИВОСТІ ЛЕКСИКИ КАРТЯРСТВА У СУЧАСНІЙ ІСПАНСЬКІЙ МОВІ". Збірник наукових праць ХНПУ імені Г.С. Сковороди "Лінгвістичні дослідження", № 41 (29 березня 2016): 10–16. https://doi.org/10.5281/zenodo.48527.

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<em>The aim of the article is to analyze lexical, semantic and structural peculiarities of card games vocabulary in the modern Spanish language, to classify the words according to lexical and semantic criteria, to describe synonymy, polysemy within the lexicon. Topicality of the investigation is conditioned by frequent use of card games idioms in modern mass media. Synonymy is caused by parallel existence of Spanish and borrowed lexical units. Polysemy does not impede the players&rsquo; understanding because the context and the game situation actualize certain meaning of the word. According to
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Lubis, Lollo Rosa, Ulfa Hakiki, Rika Sri Erdila, and Lailatussiva Siregar. "PELAKSANAAN TEKNIK PERMAINAN DADU DALAM PEMBELAJARAN VOCABULARY." Jurnal ADAM : Jurnal Pengabdian Masyarakat 1, no. 2 (2022): 181–85. https://doi.org/10.37081/adam.v1i2.852.

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This research is motivated by the low ability to recognize children's words. The purpose of this study is to describe the improvement of children's abilitiesin saying the word through the game of dice.This type of research is classroom action research using quantitative approach. The subjects of this study were elementary school children on Jl.Sultan Hasanuddin 55. Data collection techniques used observation techniques, data collection tool using observation and data analysis in research it uses the percentage formula.The results of the study show that 1) the ability to recognize children's wo
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Linares, Manuela, M. Dolores Gallego, and Salvador Bueno. "Examining the User Engagement on Mind-Sport Online Games: A Social Cognitive Theory and Word-of-Mouth Based Model Proposal." Big Data and Cognitive Computing 9, no. 4 (2025): 91. https://doi.org/10.3390/bdcc9040091.

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Online gamers have increased exponentially in the last few years in all types of online games, including mind-sport games. These games, like Bridge or Chess, have been traditionally played face-to-face. Nowadays more and more players prefer to use online platforms to play mind-sport games. Previous studies have investigated different aspects of online games and even a few on mind-sport games. However, the frameworks WOM (Word-of-Mouth) and SCT (Social Cognitive Theory) have been sparsely used in this context. In this manner, the present article proposes two objectives: (1) using the SCT in ord
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Allen, Janet. "The Word Market: The Shopping Network for Trading Words." Voices from the Middle 11, no. 3 (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 (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
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Mattiev, Jamolbek, Ulugbek Salaev, and Branko Kavšek. "Advanced Word Game Design Based on Statistics: A Cross-Linguistic Study with Extended Experiments." Big Data and Cognitive Computing 9, no. 4 (2025): 103. https://doi.org/10.3390/bdcc9040103.

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Word games are of great importance in the acquisition of vocabulary and letter recognition among children, usually between the ages of 3 and 13, boosting their memory, word retention, spelling, and cognition. Despite the importance of these games, little attention has been paid to the development of word games for low-resource or highly morphologically constructed languages. This study develops an Advanced Cubic-oriented Game (ACG) model by using a character-level N-gram technique and statistics, commonly known as the matching letter game, wherein a player forms words using a given number of c
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Musdalifah, Musdalifah, and Robiatul Romdaniya. "Dropping Word Education Game Through Female Students’ Vocabulary: An Experimental Study." JOEY: Journal of English Ibrahimy 1, no. 1 (2022): 47–53. http://dx.doi.org/10.35316/joey.2022.v1i1.47-53.

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Dropping words is a game that is used to make it easier for someone to learn vocabulary, this game is also used by all levels and ages because this game of dropping words is quite easy to play. The discussion of this research focuses on how much the increase in female students understanding by using dropping words education games in learning English vocabulary and to determine the effectiveness of dropping word education games on female students’ mastery of English vocabulary at SMP Ibrahimy 2 Sukorejo. This research is a quantitative research using a quasi-experimental method. The sampling te
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Nguyen, Thuy Trang. "USING LANGUAGE GAMES TO DEVELOP FOURTH-GRADE VIETNAMESE STUDENTS' WORD USAGE COMPETENCE." ISRG Journal of Multidisciplinary Studies (ISRGJMS) III, no. III (2025): 28–32. https://doi.org/10.5281/zenodo.15043203.

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<strong>Abstract</strong> <em>In the context of educational innovation, language games are considered an effective teaching method that creates an engaging learning environment and encourages students to actively acquire knowledge. Research has shown that language games not only help students retain knowledge more quickly but also promote the flexible application of word categories in real-life situations. Therefore, this paper aims to clarify the role of language games in developing fourth-grade students' word usage competence and propose appropriate teaching methods to improve the quality of
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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 (2021): 91–105. http://dx.doi.org/10.37274/mauriduna.v2i1.432.

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الملخص&#x0D; 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% كلم
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Erawanto, Very, та Muhammad Farih. "تأثير لعبة خمن الكلمة على تعبير الكلام اليومي لدى طلاب الصف الثاني بالمدرسة المتوسطة المعارف سنجاسري مالانج". El-Jaudah : Jurnal Pendidikan Bahasa dan Sastra Arab 5, № 1 (2024): 21–31. http://dx.doi.org/10.56874/ej.v5i1.1773.

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Abstract : This research aims to determine the effect of word guessing games on the daily speaking skills of class II at junior high school students Maarif Singosari Malang. because most of the students' problems are the lack of memorizing vocabulary, so word guessing games are a good way to develop linguistic skills, especially speaking skills. This research was conducted to determine the extent of the influence of word guessing games on students' daily speaking skills. The approach used in this research is a quantitative approach and the type of research used is experimental research, and th
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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, № 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-e
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Salamet Wahedi, Mufti Syaifuddin, and Hodairiyah. "Kajian Nilai-nilai Toleransi dan Gotong Royong Pada Permainan Tradisional di Kabupaten Sumenep." NUMADURA: Journal of Islamic Studies, Social, and Humanities 3, no. 2 (2025): 53–62. https://doi.org/10.58790/jissh.v3i2.39.

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The existence of traditional games has indirectly shown the public the cultural results of a community group. Traditional games are a reflection of people's behavior in building their civilization. Remembering that traditional games have a basis in local culture or local wisdom that exists in the community itself. Traditional games, also known as folk games, are a recreational activity that not only aims to entertain oneself, but also as a tool to maintain social relationships and comfort in society. It is correct to say that play is a necessity for children, so that children gain value and pr
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Dosmatov, Hikmatullo Haitboevich, and Ehtiyot Ismailovna Ibragimova. "LINGUISTIC PHENOMENA ASSOCIATED WITH WORD GAMES." Theoretical & Applied Science 97, no. 05 (2021): 108–11. http://dx.doi.org/10.15863/tas.2021.05.97.17.

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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 (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
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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 (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 wa
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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 (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,
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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 (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 l
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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 specialis
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