Artículos de revistas sobre el tema "Non-digital games"
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Plothe, Theo. "Bearded Dragons at Play". Exchanges: The Interdisciplinary Research Journal 7, n.º 3 (24 de junio de 2020): 1–13. http://dx.doi.org/10.31273/eirj.v7i3.523.
Texto completoAllaire, Jason C., Anne Collins McLaughlin, Amanda Trujillo, Laura A. Whitlock, Landon LaPorte y Maribeth Gandy. "Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers". Computers in Human Behavior 29, n.º 4 (julio de 2013): 1302–6. http://dx.doi.org/10.1016/j.chb.2013.01.014.
Texto completoSundqvist, Pia y Liss Kerstin Sylvén. "Language-related computer use: Focus on young L2 English learners in Sweden". ReCALL 26, n.º 1 (enero de 2014): 3–20. http://dx.doi.org/10.1017/s0958344013000232.
Texto completoSylvén, Liss Kerstin y Pia Sundqvist. "Gaming as extramural English L2 learning and L2 proficiency among young learners". ReCALL 24, n.º 3 (septiembre de 2012): 302–21. http://dx.doi.org/10.1017/s095834401200016x.
Texto completoSigurðardóttir, Helga Dís Ísfold. "Domesticating Digital Game-based Learning". Nordic Journal of Science and Technology Studies 4, n.º 1 (1 de diciembre de 2016): 5. http://dx.doi.org/10.5324/njsts.v4i1.2168.
Texto completoFizek, Sonia. "Automation of play: Theorizing self-playing games and post-human ludic agents". Journal of Gaming & Virtual Worlds 10, n.º 3 (1 de octubre de 2018): 203–18. http://dx.doi.org/10.1386/jgvw.10.3.203_1.
Texto completoLages e Silva, Rodrigo, Gabriela Da Silva Bulla, Leandro Paz Da Silva y Julia De Campos Lucena. "Os serious games e os regimes de sensibilidade: Paradoxos do uso de jogos na formação humana". education policy analysis archives 26 (17 de septiembre de 2018): 117. http://dx.doi.org/10.14507/epaa.26.3867.
Texto completoFizek, Sonia. "Automated State of Play". Digital Culture & Society 4, n.º 1 (1 de marzo de 2018): 201–14. http://dx.doi.org/10.14361/dcs-2018-0112.
Texto completoDunwell, Ian, Petros Lameras, Sara de Freitas, Panos Petridis, Maurice Hendrix, Sylvester Arnab y Kam Star. "Providing Career Guidance to Adolescents through Digital Games". International Journal of Game-Based Learning 4, n.º 4 (octubre de 2014): 58–70. http://dx.doi.org/10.4018/ijgbl.2014100104.
Texto completoVanbecelaere, Stefanie, Katrien Van den Berghe, Frederik Cornillie, Delphine Sasanguie, Bert Reynvoet y Fien Depaepe. "The effectiveness of adaptive versus non‐adaptive learning with digital educational games". Journal of Computer Assisted Learning 36, n.º 4 (29 de diciembre de 2019): 502–13. http://dx.doi.org/10.1111/jcal.12416.
Texto completoGiang, Nguyen Thi Huong y Le Huy Cuong. "Evaluating Feasibility and Effectiveness of Digital Game-Based Instructional Technology". International Journal of Emerging Technologies in Learning (iJET) 16, n.º 16 (23 de agosto de 2021): 4. http://dx.doi.org/10.3991/ijet.v16i16.23829.
Texto completoCassidy, Ryan y Matthew McEniry. "How the new generation of video game consoles have accelerated the need to preserve digital content – part 1". Library Hi Tech News 31, n.º 9 (28 de octubre de 2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.
Texto completoTalan, Tarık, Yunus Doğan y Veli Batdı. "Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis". Journal of Research on Technology in Education 52, n.º 4 (20 de abril de 2020): 474–514. http://dx.doi.org/10.1080/15391523.2020.1743798.
Texto completoSokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse". Sociology of Power 32, n.º 3 (octubre de 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Texto completoKickmeier-Rust, Michael D., Elke Mattheiss, Christina Steiner y Dietrich Albert. "A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games". International Journal of Game-Based Learning 1, n.º 1 (enero de 2011): 45–58. http://dx.doi.org/10.4018/ijgbl.2011010104.
Texto completoGuttenbrunner, Mark, Christoph Becker y Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games". International Journal of Digital Curation 5, n.º 1 (22 de junio de 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.
Texto completoKneer, Julia y Ruud S. Jacobs. "Grow Up, Level Up, and Game On; Evolving Games Research". Media and Communication 6, n.º 2 (7 de junio de 2018): 56–59. http://dx.doi.org/10.17645/mac.v6i2.1566.
Texto completoGaydos, Matthew. "Co-designing Educational Games for Classrooms". International Journal of Designs for Learning 12, n.º 1 (12 de abril de 2021): 54–63. http://dx.doi.org/10.14434/ijdl.v12i1.31266.
Texto completoNewman, James. "(Not) Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay". International Journal of Digital Curation 6, n.º 2 (19 de agosto de 2011): 109–27. http://dx.doi.org/10.2218/ijdc.v6i2.206.
Texto completoSaridaki, Maria y Constantinos Mourlas. "Integrating Serious Games in the Educational Experience of Students with Intellectual Disabilities". International Journal of Game-Based Learning 3, n.º 3 (julio de 2013): 10–20. http://dx.doi.org/10.4018/ijgbl.2013070102.
Texto completoMartins, Raiane Santos, Filipe Raulino, Aquiles Burlamaqui y Akynara Burlamaqui. "SGDDEdu: A Model of Short Game Design Document for Digital Educational Games". International Journal of Innovation Education and Research 7, n.º 2 (28 de febrero de 2019): 167–80. http://dx.doi.org/10.31686/ijier.vol7.iss2.1335.
Texto completoMcEniry, Matthew y Ryan Cassidy. "How the new generation of consoles have accelerated the need to preserve digital content – part 2". Library Hi Tech News 32, n.º 2 (7 de abril de 2015): 10–13. http://dx.doi.org/10.1108/lhtn-09-2014-0081.
Texto completoHarris, Christopher. "Fact or fiction? Libraries can thrive in the Digital Age". Phi Delta Kappan 96, n.º 3 (13 de octubre de 2014): 20–25. http://dx.doi.org/10.1177/0031721714557448.
Texto completoHernandez-Aguilera, J. Nicolas, Max Mauerman, Alexandra Herrera, Kathryn Vasilaky, Walter Baethgen, Ana Maria Loboguerrero, Rahel Diro, Yohana Tesfamariam Tekeste y Daniel Osgood. "Games and Fieldwork in Agriculture: A Systematic Review of the 21st Century in Economics and Social Science". Games 11, n.º 4 (23 de octubre de 2020): 47. http://dx.doi.org/10.3390/g11040047.
Texto completoYang, Tzu-Chi, Meng Chang Chen y Sherry Y. Chen. "Incorporating digital games into anti-drug material: non-drug-addicted learners vs. drug-addicted learners". Universal Access in the Information Society 19, n.º 1 (13 de julio de 2018): 29–40. http://dx.doi.org/10.1007/s10209-018-0624-6.
Texto completoArora, Payal y Sorina Itu. "Arm Chair Activism". International Journal of Game-Based Learning 2, n.º 4 (octubre de 2012): 1–17. http://dx.doi.org/10.4018/ijgbl.2012100101.
Texto completoOrtiz, Luz, Héctor Tillerias, Christian Chimbo y Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic". Athenea 1, n.º 1 (25 de septiembre de 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Texto completoWiggins, Bradley E. "An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education". International Journal of Game-Based Learning 6, n.º 1 (enero de 2016): 18–29. http://dx.doi.org/10.4018/ijgbl.2016010102.
Texto completoBasaraba, Nicole. "A communication model for non-fiction interactive digital narratives: A study of cultural heritage websites". Frontiers of Narrative Studies 4, s1 (22 de noviembre de 2018): s48—s75. http://dx.doi.org/10.1515/fns-2018-0032.
Texto completoWhitson, Jennifer R. y Bart Simon. "Game Studies meets Surveillance Studies at the Edge of Digital Culture: An Introduction to a special issue on Surveillance, Games and Play". Surveillance & Society 12, n.º 3 (22 de julio de 2014): 309–19. http://dx.doi.org/10.24908/ss.v12i3.5334.
Texto completoVanbecelaere, Stefanie, Katrien Van den Berghe, Frederik Cornillie, Delphine Sasanguie, Bert Reynvoet y Fien Depaepe. "The effects of two digital educational games on cognitive and non-cognitive math and reading outcomes". Computers & Education 143 (enero de 2020): 103680. http://dx.doi.org/10.1016/j.compedu.2019.103680.
Texto completoAraújo de Medeiros, Romero, Raniella Lima, Denise Silva y Luis Paulo Mercado. "Jogos digitais como estratégia de ensino-aprendizagem no ensino superior. A construção e aplicação do jogo “Renascença” na disciplina de literatura". Obra digital, n.º 10 (5 de marzo de 2016): 69–83. http://dx.doi.org/10.25029/od.2016.74.10.
Texto completoYurieva, Oksana, Tetiana Musiichuk y Dina Baisan. "INFORMAL ENGLISH LEARNING WITH ONLINE DIGITAL TOOLS: NON-LINGUIST STUDENTS". Advanced Education 8, n.º 18 (22 de junio de 2021): 90–102. http://dx.doi.org/10.20535/2410-8286.223896.
Texto completoRivera-Dundas, Adena. "Ecocritical Engagement in a Pixelated World // El compromiso ecocrítico en un mundo pixelado". Ecozon@: European Journal of Literature, Culture and Environment 8, n.º 2 (31 de octubre de 2017): 121–35. http://dx.doi.org/10.37536/ecozona.2017.8.2.1351.
Texto completoSamson, Sharon y Dr S. V. Karthiga. "Gamification as a Tool in English Language Teaching". International Journal of Early Childhood Special Education 12, n.º 2 (31 de diciembre de 2020): 99–102. http://dx.doi.org/10.9756/int-jecse/v12i2.201061.
Texto completoBayer, Rachel y Catherine Sorenson. "Resource Review: Breakout EDU". Journal of Youth Development 15, n.º 6 (15 de diciembre de 2020): 326–33. http://dx.doi.org/10.5195/jyd.2020.919.
Texto completoСапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge". ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, n.º 3(259) (18 de febrero de 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.
Texto completoÖz Pektaş, Hatice. "Font games in typography education: Typewar". SHS Web of Conferences 48 (2018): 01072. http://dx.doi.org/10.1051/shsconf/20184801072.
Texto completoWhitson, Jennifer R. "Gaming the Quantified Self". Surveillance & Society 11, n.º 1/2 (27 de mayo de 2013): 163–76. http://dx.doi.org/10.24908/ss.v11i1/2.4454.
Texto completoEnggar Pamudyaningrum, Friskila, Hestiasari Rante, Muhammad Agus Zainuddin y Michael Lund. "UI/UX Design for Metora: A Gamification of Learning Journalism Interviewing Method". E3S Web of Conferences 188 (2020): 00008. http://dx.doi.org/10.1051/e3sconf/202018800008.
Texto completoGöldağ, Battal. "The Relationship Between the Digital Game Dependence and Violence Tendency Levels of High School Students". International Education Studies 13, n.º 8 (29 de julio de 2020): 118. http://dx.doi.org/10.5539/ies.v13n8p118.
Texto completoKaufman, Geoff F. y Mary Flanagan. "Lost in Translation". International Journal of Gaming and Computer-Mediated Simulations 5, n.º 3 (julio de 2013): 1–9. http://dx.doi.org/10.4018/jgcms.2013070101.
Texto completoPermana, Silvester Dian Handy. "Implementation of Min Max Algorithm as Intelligent Agent on Card Battle Game". IJISTECH (International Journal Of Information System & Technology) 2, n.º 2 (23 de mayo de 2019): 53. http://dx.doi.org/10.30645/ijistech.v2i2.20.
Texto completoBuendgens-Kosten, Judith, Viviane Lohe y Daniela Elsner. "Beyond the monolingual habitus in game-based language learning: The MElang-E and EU·DO·IT projects in the interstices between linguistics, pedagogy and technology". Journal of Gaming & Virtual Worlds 11, n.º 1 (1 de marzo de 2019): 67–83. http://dx.doi.org/10.1386/jgvw.11.1.67_1.
Texto completoVashisht, Devika. "How gamers process in-game brand placements under different game-involvement conditions". Management Research Review 40, n.º 4 (18 de abril de 2017): 471–90. http://dx.doi.org/10.1108/mrr-07-2015-0163.
Texto completoYi, Liu, Qiqi Zhou, Tan Xiao, Ge Qing y Igor Mayer. "Conscientiousness in Game-Based Learning". Simulation & Gaming 51, n.º 5 (9 de junio de 2020): 712–34. http://dx.doi.org/10.1177/1046878120927061.
Texto completoYANNAKAKIS, GEORGIOS N. y JOHN HALLAM. "MODELING AND AUGMENTING GAME ENTERTAINMENT THROUGH CHALLENGE AND CURIOSITY". International Journal on Artificial Intelligence Tools 16, n.º 06 (diciembre de 2007): 981–99. http://dx.doi.org/10.1142/s0218213007003667.
Texto completoBussert-Webb, Kathy M. y Maria E. Diaz. "New Literacy Opportunities and Practices of Latino/a Children of Poverty In and Out of School". Language and Literacy 14, n.º 1 (25 de enero de 2012): 1. http://dx.doi.org/10.20360/g25k5s.
Texto completoGaron, Jon M. "Commercializing the Digital Canvas". 2013 Fall Intellectual Property Symposium Articles 1, n.º 4 (marzo de 2014): 837–72. http://dx.doi.org/10.37419/lr.v1.i4.2.
Texto completoKamm, Björn-Ole. "A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity". Simulation & Gaming 50, n.º 5 (octubre de 2019): 621–44. http://dx.doi.org/10.1177/1046878119879738.
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