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Taja-on, Evan. "Game Aided Instruction: Enhancing Critical Thinking Through Logical Mathematical Games." School of Education Research Journal 1, no. 1 (2021): 1–15. https://doi.org/10.13140/RG.2.2.16436.17288.

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Game-based learning includes instruction and discipline that inculcates authentic game experiences (Cicchino, 2015). This research investigated the use of game-based learning on enhancing the critical thinking of college mathematics students enrolled in the subject Mathematics in the Modern World for the time span of 5–months. The Study Utilized the logical-mathematical games that enhanced their critical thinking and decision-making on mathematical problems. The collection of the data included for the most part, the content tests, the score of the students on the given logical mathematic
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Thanh Nam, Nguyen, Nguyen Van Duc, and Bui Ngoc Bon. "Using Educational Games in Teaching English, A Foreign Language." International Journal of English Language Studies 6, no. 2 (2024): 105–10. http://dx.doi.org/10.32996/ijels.2024.6.2.15.

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The objective of learning and acquiring languages via peers and social interaction is greatly aided by the use of educational games in English language teaching and learning. Prior research has shown the value of games as a fundamental teaching method in language instruction. Playing is good for individuals of all ages, even though it is crucial for a child's growth. Gardner's hypothesis of multiple intelligences is closely linked to the use of games in language instruction. Including games in the classroom may make learning more enjoyable and joyful, reduce stress, and help students form conn
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Giri, Karan Kumar, Abhishek Singh, Mohammad Intiyaj Alam, and Basanta Mahato. "The Importance and Challenges of Sign Language Translator- A Review." Spectrum of Emerging Sciences 3, no. 1 (2023): 36–38. http://dx.doi.org/10.55878/ses2023-3-1-8.

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The study of using computers to understand and represent sign language has made significant strides in recent years. With robotic 'Ralph'-like finger-spelling hands, 'Cyber Gloves' (virtual reality sensors that collect both isolated and continuous signs), camera-based projects like the engaging Copycat American Sign Language game, and more, this essay covers significant efforts in the field. "sign recognition software," and "Hidden Markov Modelling and neural network systems." There are spoken language to sign language translation technologies like "Tessa" (Text and Sign Support Assistant; thr
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Staub, Jack E., and Karl Braunschweig. "MUTATION, A MICROCOMPUTER MODULE DESIGNED FOR PLANT BREEDING AND GENETICS." HortScience 25, no. 9 (1990): 1106G—1106. http://dx.doi.org/10.21273/hortsci.25.9.1106.

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A teaching module was developed for computer-aided instruction of mutation theory. The Hypercard-driven, Macintosh compatible module illustrates the concepts of: 1) Changes in allele frequency with mutation pressure; 2) Number of alleles maintained in populations, and; 3) The Neutrality Hypothesis. The concepts are integrated in an application by using a game format. Mutation is the ultimate source of genetic variation. Mutation pressure results in changes in allele frequency. Concept 1 illustrates the theoretical changes in allele frequency under pressure of reversible mutation. Mutation equi
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Staub, Jack E., and Karl Braunschweig. "MUTATION, A MICROCOMPUTER MODULE DESIGNED FOR PLANT BREEDING AND GENETICS." HortScience 25, no. 9 (1990): 1106g—1106. http://dx.doi.org/10.21273/hortsci.25.9.1106g.

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A teaching module was developed for computer-aided instruction of mutation theory. The Hypercard-driven, Macintosh compatible module illustrates the concepts of: 1) Changes in allele frequency with mutation pressure; 2) Number of alleles maintained in populations, and; 3) The Neutrality Hypothesis. The concepts are integrated in an application by using a game format.Mutation is the ultimate source of genetic variation. Mutation pressure results in changes in allele frequency. Concept 1 illustrates the theoretical changes in allele frequency under pressure of reversible mutation. Mutation equil
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Cheng, Qianhui, Joanna Pearly Ti, Wai Yung Yu, Hui Ping Oh, and Yih Yian Sitoh. "Serious Games in Radiology Education: Building MR Safety Awareness." Asia Pacific Scholar 7, no. 2 (2022): 37–41. http://dx.doi.org/10.29060/taps.2022-7-2/sc2670.

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Introduction: Magnetic Resonance (MR) safety is critically important in any Radiology Department, and MR-related accidents are preventable. Serious games provide opportunities for learners to build MR safety awareness through play in an immersive learning environment by using simulated scenarios such as screening virtual patients and managing an MR-related accident. Methods: We developed a serious game, in partnership with a game developer, introducing MR safety concepts to learners as they navigate through a virtual 3D Radiology department. Drag-and-drop minigames are incorporated to aid the
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Liu, Zhen, Lingfeng Ren, Chang Xiao, Ke Zhang, and Peter Demian. "Virtual Reality Aided Therapy towards Health 4.0: A Two-Decade Bibliometric Analysis." International Journal of Environmental Research and Public Health 19, no. 3 (2022): 1525. http://dx.doi.org/10.3390/ijerph19031525.

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Health 4.0 aligns with Industry 4.0 and encourages the application of the latest technologies to healthcare. Virtual reality (VR) is a potentially significant component of the Health 4.0 vision. Though VR in health care is a popular topic, there is little knowledge of VR-aided therapy from a macro perspective. Therefore, this paper was aimed to explore the research of VR in aiding therapy, thus providing a potential guideline for futures application of therapeutic VR in healthcare towards Health 4.0. A mixed research method was adopted for this research, which comprised the use of a bibliometr
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Pradana, Fajar, Punaji Setyosari, Saida Ulfa, and Tsukasa Hirashima. "Development of Gamification-Based E-Learning on Web Design Topic." International Journal of Interactive Mobile Technologies (iJIM) 17, no. 03 (2023): 21–38. http://dx.doi.org/10.3991/ijim.v17i03.36957.

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Conventional learnings have given way to methods aided by technological advances. The approach known as Student-Centered Learning (SCL) is the foundation of e-learning. Furthermore, SCL demands students to be self-motivated to complete courses and engage with the offered learning content. Programming is one of the most important subjects to study independently and with the aid of an instructor. The need for graduates with programming and computational skills in the field of web design continues to receive widespread attention from the industry. However, problems such as low student engagement
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Afiqah Umairah Faizal Azli, Nur Allesya Hana Khairul Anhar, Hatika Kaco, et al. "Crafting Mathematical Minds by Engaging Braille-Tangible 3in1 3D Printed Geoboards Module for Visually Impaired Children." Semarak International Journal of Fundamental and Applied Mathematics 1, no. 1 (2024): 1–12. http://dx.doi.org/10.37934/sijfam.1.1.112.

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Worldwide, visual impairment and blindness stand as prevalent health challenges, exerting substantial effects on individuals and the communities they belong to. These conditions pose significant disabilities for visually impaired individuals and their immediate surroundings. Children with visual impairments encounter numerous challenges in their daily lives and learning, unlike their sighted counterparts. Nevertheless, despite these obstacles, they depend significantly on their tactile and auditory senses to glean information from their surroundings. Meanwhile, mathematics poses a unique chall
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Santos-Soganub, Kristelle, and Mildred Accad. "Revolutionizing Education in the Rural Elementary School: Leveraging Instructional Automation and Interactive Assessment." International Journal of Open-access, Interdisciplinary and New Educational Discoveries of ETCOR Educational Research Center (iJOINED ETCOR) 4, no. 1 (2025): 584–98. https://doi.org/10.63498/nxz2st239.

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Abstract Aim: Transformation in education includes integrating artificial intelligence, enhancing teaching competencies, and administrating administrative tasks that require highly skilled and competent teachers to utilize technological tools in the classroom and save more time from other administrative work. This study aimed to assess the readiness of revolutionizing education, the level of instructional automation, and the extent of assessment measures utilized in rural elementary schools and their significant interconnectedness by looking at the perspectives of teachers and learners. Method
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Javed, Kainat, Ahmad Naeem Akhtar, Umair Bin Nasir, Nazia Farooq, Shehroze Sikandar, and Muhammad Rizwan. "Need of the hour: Student-centered Learning in undergraduate Medical Curriculum." Pakistan Journal of Medical and Health Sciences 16, no. 12 (2022): 74–76. http://dx.doi.org/10.53350/pjmhs2022161274.

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Background: Student-centered learning is becoming more prevalent in medical education, especially during large-group lectures. The variety and abundance of active learning techniques used in first-year MBBS large group format were investigated. Aim: To investigate the relationships between student-centered learning and the characteristics and distribution of student-centered teaching approaches in large group settings. Methods: This was a descriptive exploratory study in which by means of purposive sampling 25 faculty members who were involved in teaching in large and small groups were identif
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Arifani, Ghias Isqi, Edi Hendri Mulyana, and Sumardi Sumardi. "PENGEMBANGAN MEDIA PERMAINAN SAINS FEED THE ZOO ANIMALS BERBANTU FLASH CARD UNTUK MEMFASILITASI KEMAMPUAN MENGENAL HURUF." JURNAL PAUD AGAPEDIA 4, no. 1 (2020): 71–84. http://dx.doi.org/10.17509/jpa.v4i1.27199.

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The research problem was obtained through a preliminary study in the Al-Hamid Kindergarten in Tasikmalaya City, namely the difficulty of the teacher in making and developing learning media that is suitable to the needs, especially the media to recognize letters.The methode used is expansing methode type EDR from Mckenney and Reeves as generic model. Streps to do is : 1) analysis and exploration step, design and construction step, evalution and reflection step. Product constructed is learning and playing science media feed the zoo animals aided flash card. The media is specially designed for in
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Galang, Nemia, and Eric Galang. "A Computer-Aided Instruction in Mathematics: Application Game on Android Devices." SSRN Electronic Journal, 2019. http://dx.doi.org/10.2139/ssrn.3477016.

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Hixson, Sarah West, and Rachel Eike. "Blok-Shoppe: Documented design of an apparel gamified module for occupational experience with Adobe Illustrator." Journal of Applied Instructional Design 13, no. 3 (2024). http://dx.doi.org/10.59668/1058.17106.

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This study presents the instructional design process and outcomes of a needs-centered, accessible, inclusive gamified module guided by self-determination theory and design thinking designed to engage students in apparel curriculum. The study employs modified usage of the IDEO toolkit and design documentation. The primary objectives of the research were to document the design process of a Adobe Illustrator module and to provide a ready-to-use but modifiable game which may be utilized and evaluated within computer-aided design courses. Outcomes are of interest to educators interested in instruct
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Muhammad, Ridhuan Tony Lim Abdullah, Abu Bakar Zulqarnain, Mahari Ali Razol, Faye Ibrahima, and Hasan Hilmi. "The Impact of Video Games in Children-s Learning of Mathematics." April 28, 2012. https://doi.org/10.5281/zenodo.1056970.

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This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-base
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Nordby, Anders, Håvard Vibeto, Sophie Mobbs, and Harald U. Sverdrup. "System Thinking in Gamification." SN Computer Science 5, no. 3 (2024). http://dx.doi.org/10.1007/s42979-023-02579-2.

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AbstractPeople spend a lot of time and energy playing videogames (Kapp in The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer an imprint of Wiley, San Francisco, 2012), and as a result, gamification has grown from a buzzword into a discipline. Since 2012, the authors have experimented with system thinking as a methodology for developing gamification and will present examples in this article. The primary objectives are to study how system thinking can be used to understand, design, develop and document gamifications, and how psych
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Stevenson, Kylie Justine, Emma Jayakumar, and Harrison See. "The Toy Brick as a Communicative Device for Amplifying Children’s Voices in Research." M/C Journal 26, no. 3 (2023). http://dx.doi.org/10.5204/mcj.2957.

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Introduction This article arises from recent industry-partner research between the ARC Centre of Excellence for the Digital Child, the LEGO Group, and Edith Cowan University (ECU), examining new ways of communicating children’s perspectives of digital citizenship to policy makers and industry in a project called Digital Safety and Citizenship Roundtables: Using Consultation and Creativity to Engage Stakeholders (Children, Policy Influencers, Industry) in Best Practice in India, South Korea, and Australia. We posed the research question: What are children’s everyday experiences of digital citiz
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