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Hayati, Nur, and Novada Indra Roesdiana. "Medical Students’ Frequency of Playing Online Games with Their Academic Performance: A Cross-Sectional Study." Jurnal Pendidikan Kedokteran Indonesia: The Indonesian Journal of Medical Education 14, no. 1 (2025): 1. https://doi.org/10.22146/jpki.87453.

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Background: Recently, internet users in Indonesia are getting higher. About 10% of these users are online gamers. Playing games on video or computer is believed to be educationally beneficial, but this is still limited to educational type games for learning activities. This study aims to determine the relationship between the frequency of playing commercial online games on smartphones with academic achievement of the Medical Faculty of Universitas Muhammadiyah Yogyakarta students.Methods: This was a quantitative study with cross-sectional research design. Data on the frequency of playing onlin
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Eldo, Handry, Irma Yanti, and Risky Indah Naurah. "Designing and Implementing a Cat Runner Game Using Scratch 3." Gameology and Multimedia Expert 1, no. 1 (2024): 16. http://dx.doi.org/10.29103/game.v1i1.14558.

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In the current information era, the rapid development of technology follows the development of science and technology. Likewise, multimedia applications are developing very rapidly, especially in the smartphone sector, the use of smartphones is now not only used as a communication medium. Smartphones are then used as a means of entertainment, one of which is for playing games. Games have become one of the complementary applications on smartphones, one of which is Android-based games. The advantage of playing games on smartphones is that players can play games wherever and whenever they want. T
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Qureshi, Kamran, Pooja Thore, and Sneha Rajan. "Cross-sectional study to analyse the pattern of smartphone usage among adolescents in urban slum of a metropolitan city." International Journal Of Community Medicine And Public Health 9, no. 5 (2022): 2208. http://dx.doi.org/10.18203/2394-6040.ijcmph20221242.

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Background: Adolescents are defined as young people between the ages of 10 to 19 years. Smartphone is a term used to distinguish mobile phone with advanced features from basic feature phones. Modern smartphones currently include all the features of a laptop, including web browsing, Wi-Fi and 3rd-party apps etc. Indian teens are currently driving the smartphone market in India.Methods: A cross-sectional study was done in an urban slum of a metropolitan city.100 adolescents aged between 10 to 19 years were assessed using pre-structured questionnaire and prior informed parental consent and assent
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Kuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.

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Perkembangan teknologi saat ini telah memasuki segala aspek kehidupan. Salah satu teknologi yang sangat berkembang adalah telepon pintar atau smartphone. Selain sebagai alat komunikasi, smartphone juga menjadi salah satu alat yang dapat digunakan untuk membantu berbagai keperluan diantaranya membuka internet, sebagai sarana multimedia, bermain game, proses pembelajaran dan lain-lain. .Metode pengumpulan data pada penelitian ini menggunakan metode surveydengan penyebaran kuesioner kepada komunitas gamer semarang sebanyak 20 anggota. Seluruh anggota komunitas mempunyai kebiasaan memainkan game.
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Zharkova, O. G., S. A. Barbolina, N. M. Afonina, and V. N. Volkova. "Research of Gaming Activity on Smartphones." Моделирование и анализ данных 10, no. 1 (2020): 75–85. http://dx.doi.org/10.17759/mda.2020100104.

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This article is devoted to research of gaming activity on smartphones that took place in 2019–2020. The study has involved more than 200 people of different ages from 4 to 72 years. Respondents have answered questions about their gaming activities on smartphones. The developed questionnaire is performed in Google Forms and contains 8 questions: about age, gender, the reason for the start and continue game activity, preferred genres, the time spent on games every day, the use of online games and the cost of mobile games. The collected data helped to identify the motives for starting and continu
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Yamamoto, Midori, Hidetoshi Mezawa, Kenichi Sakurai, and Chisato Mori. "Association between Media Use and Bedtime Delays in Young Children: An Adjunct Study of the Japan Environment and Children’s Study." International Journal of Environmental Research and Public Health 19, no. 15 (2022): 9464. http://dx.doi.org/10.3390/ijerph19159464.

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Excessive screen media use has been reported to cause shorter sleep; however, the types of media environments that affect early childhood sleep are less known. This study examined the association of multiple media use, screen time for each device, and the purpose of smartphone and tablet use with delayed bedtime among 4–8-year-olds. Participants were recruited from the Japan Environment and Children’s Study, a nationwide birth cohort study. Mothers of 1837 children reported screen media use and bedtime in a questionnaire. The association between delayed bedtimes (after 22:00 h) and media devic
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Yang, Shang-Yu, Yu-Chi Wang, Ya-Chen Lee, Ying-Lien Lin, Pei-Lun Hsieh, and Pin-Hsuan Lin. "Does Smartphone Addiction, Social Media Addiction, and/or Internet Game Addiction Affect Adolescents’ Interpersonal Interactions?" Healthcare 10, no. 5 (2022): 963. http://dx.doi.org/10.3390/healthcare10050963.

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The purpose of this study is to investigate the correlations that levels of addiction to smartphones, social media, and online games have with levels of real-life and online interpersonal interactions among adolescents. In this cross-sectional study of adolescents in a college in Taiwan, structured questionnaire surveys were used to collect information. The questionnaire included the following: demographic background, Real Interpersonal Interaction Scale (RIIS), Internet Interpersonal Interaction Scale (IIIS), Smartphone Application-Based Addiction Scale (SABAS), Bergen Social Media Addiction
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Naufal Rasyid and Aaqila Dhiyaanisafa Goenawan. "Sistem Pencatatan Keuangan Aplikasi Android Dengan Menggunakan Design Pattern Model-View-View-Model (MVVM), Room Database, SharedPreference dan API." JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 1, no. 2 (2022): 52–63. http://dx.doi.org/10.55606/jtmei.v1i2.783.

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Most of people in the world are familiar with smart phones or smartphones, and because of their very complete and practical uses, smartphone users are always increasing every year. Smartphones are used for various types of activities such as for social media, for entertainment such as playing games, doing office work, even personal matters such as financial management applications. Therefore, an application was created that can support personal financial recording so that it can make it easier for users.
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Kalyani, Pawan. "An Empirical Study on Gaming Industry in India with Special Reference to the SmartPhone Games & Smart Generation Players of School and College." Journal of Management Engineering and Information Technology (JMEIT) 4, no. 3 (2017): 19–29. https://doi.org/10.5281/zenodo.821242.

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Gaming industry is a multi – million dollar industry worldwide it is growing rapidly even more then movies and music industry. Start from the Mario to the latest games in PC, Consoles or in Mobile phones there is a drastic change in graphics and animation. In this empirical research paper the researcher wants to explore the specific area of smartphones gamers and smart generation users of school & colleges due to availability of high end smartphones in different price range the gaming market is on the boom. The research paper has a series of questionnaire to find out the various aspects ab
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Ko, Ya-Chuan, Chi-Hung Lo, and Yung-Chih Chang. "The Influence of Smartphone Games on Students’ Self-Concept." Applied Sciences 11, no. 16 (2021): 7408. http://dx.doi.org/10.3390/app11167408.

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Children begin to understand the world from birth, gradually recognizing their existence. On interaction with their surrounding environments, they begin to recognize themselves and gradually develop self-concepts. With the advancement in technology, smartphones have become an indispensable daily necessity. The age at which a child handles a smartphone is gradually decreasing. Many traditional toys are increasingly being replaced by smartphone games, which have become an essential part of children’s lives. This study attempts to understand the impact of smartphone games on the development of ch
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Fidian, Athia, Endah Ermawati, Rafidlah Risa, Raffidhia Arritama, and Kristina Kristina. "Teenagers' parenting in the age of screens: One day without a smartphone." Community Empowerment 7, no. 1 (2022): 140–43. http://dx.doi.org/10.31603/ce.5353.

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Gadgets have various impacts on a child's development. In order to use gadgets wisely, guidance and direction from parents is needed. Therefore, parental supervision or proper parenting is critical in protecting children from gadgets addiction. The goal of smartphone socialization is to teach children how to properly manage their smartphone time. In addition, it also controls the time spent playing online games and accessing social media. This activity's method is socializing through the use of smartphones, as well as monitoring and educating through traditional games. As a result of this serv
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Sinurat, Samfriati, Lilis Novitarum, and Vebita C. Tamba. "Smartphone use behavior in students." International Journal on ObGyn and Health Sciences 1, no. 2 (2023): 59–65. http://dx.doi.org/10.35335/obgyn.v1i2.71.

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Almost every individual teenager nowadays has a smartphone. The use of this smartphone can have a positive and negative impact on their behavior which will affect their development and learning success. Smartphone use behavior has positive benefits if teenagers can use it well to facilitate communication and access information, including in learning media so that they are more creative. But do not refuse the use of smartphones often play smartphones from learning and interacting with the surrounding environment. Continuous use of smartphones will have a negative impact on adolescent behavior s
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Rakhmah, Syifa Nur, and Raden Aldhi Rajendra Yusuf. "Sistem Pendukung Keputusan Pemilihan Smartphone Gaming Android Terbaik Dengan Metode Weighted Product." Reputasi: Jurnal Rekayasa Perangkat Lunak 3, no. 1 (2022): 12–18. http://dx.doi.org/10.31294/reputasi.v3i1.1201.

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The lack of information in choosing an effective android gaming smartphone makes it difficult for people to choose the best gaming smartphone while people only know about ordinary smartphones with criteria that are not for games. By conducting this research, it can provide information in making decisions to determine the best Android gaming smartphone. Solutions using a decision support system using the Weighted Product (WP) method, the Weighted Product method can assist in making decisions but calculations using this method only produce the largest value that will be selected as the best alte
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Karim, Naseem Abdul, Sadia Mumtaz, and Muhammad Naeem. "Influence of Smartphones on Childhood Trauma (Behavior): A Narrative Analysis of Secondary School at Karachi." Global Sociological Review VIII, no. I (2023): 407–18. http://dx.doi.org/10.31703/gsr.2023(viii-i).40.

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The purpose of this research was to investigate the impact of smartphones on childhood trauma, particularly in the behavior of secondary school students in Karachi. The study used a qualitative approach and a sample size of ten (10) respondents, collected through snowball sampling. The data was gathered through structured interviews and analyzed using narrative and thematic analysis. The results indicated that excessive use of smartphones has negative effects on child behavior, including family and friend relationships, passions, and self-esteem. Moreover, the disproportionate smartphone use l
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Schaal, Steffen. "Location-based games with smartphones – developing a toolbox for educators." New Trends and Issues Proceedings on Humanities and Social Sciences 3, no. 1 (2017): 417–30. http://dx.doi.org/10.18844/gjhss.v3i1.1799.

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Rohmani, R., Berta Apriza, and Yasinta Mahendra. "Pengembangan gim kuis edukasi suplemen buku ajar pengantar dasar IPA berbasis website." JINoP (Jurnal Inovasi Pembelajaran) 7, no. 2 (2021): 194–208. http://dx.doi.org/10.22219/jinop.v7i2.18576.

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Technological developments in the digital era demands innovation in learning. Learning innovation is developed according to the needs and demands of solving problems in the field. This study aimed to develop a supplementary basic introductory science textbook in the form of a website-based quiz game that can be accessed using a smartphone. The textbook supplement quiz game was created with the aim of maximizing the use of smartphones owned by students and reducing the negative impacts of using smartphones in learning. The method in this study was Research and Development (R&D) method using
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Hadapiningrani, Raden, and Alvanov Zpalanzani. "Pemanfaatan Game Tower Defense Sebagai Media Edukasi Digital." AKSA: JURNAL DESAIN KOMUNIKASI VISUAL 1, no. 2 (2020): 86–99. http://dx.doi.org/10.37505/aksa.v1i2.8.

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Game is an activity that cannot be separated from human life because human beings are playing. The growth of digital game on a smartphone rapidly and widely available in the available online which is a service provider of digital applications and games. The existence of digital games on smartphones is an application shall be owned by user that is used as a partnership be, a pastime, and as medium of education. Educational activities are learning activities and receive information on a person directly or indirectly. The information provided on recipient's are knowledge or limited a short messag
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Zaliluddin, Dadan, Ade Bastian, Mira Siti Samira Yuliani, Esa Firmansyah, Sarmidi, and Yusuf Sumaryana. "Engaging Teens in History through a Mobile Game Utilizing the Fisher-Yates Shuffle Algorithm and Honeycomb UX Design." International Journal of Interactive Mobile Technologies (iJIM) 18, no. 22 (2024): 35–49. http://dx.doi.org/10.3991/ijim.v18i22.50705.

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This study uses the Fisher-Yates shuffle (FYS) algorithm and the Honeycomb UX method to create a smartphone game to engage teens in history learning. Gaming technology has improved rapidly, creating more compelling educational techniques. Educational games are designed to boost students’ computation and cognition. Few studies have merged FYS and Honeycomb in mobile history instructional games. This study uses an innovative technique to instruct young people about history. Smartphones are developed and evaluated using the FYS for randomization and the Honeycomb UX for user experience. Few studi
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İsmail, K., and K. Özacar. "HUMAN ACTIVITY RECOGNITION BASED ON SMARTPHONE SENSOR DATA USING CNN." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIV-4/W3-2020 (November 23, 2020): 263–65. http://dx.doi.org/10.5194/isprs-archives-xliv-4-w3-2020-263-2020.

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Abstract. Human activity recognitions have been widely used nowadays by end users thanks to extensive usage of smartphones. Smartphones, by self-containing low-cost sensing technology, can track our daily activities for serving healthcare, sport, interactive AR/VR games and so on. However, smartphone technology is evolving and the techniques of using the data that smartphones go through are also improving. In this study, we used built-in sensing technologies (accelerometer and gyroscope) available in nearly every smartphone to detect the most common 5 daily activities of human by taking the da
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Tasijawa, Fandro Armando, Devita Madiuw, and Vanny Leutualy. "Smartphone Addiction among Nursing and Health Students." Malaysian Journal of Nursing 15, no. 03 (2024): 186–98. http://dx.doi.org/10.31674/mjn.2024.v15i03.021.

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Background:Smartphones are integral to human life and are in great demand by young people to communicate, use various applications, study, watch, and play games, browse the internet, and listen to music. However, for most people, the cumulative daily time spent on smartphones is quite long. This review aimed to analyze the risks of smartphone addiction among health students. Methods: This study was conducted by searching four electronic databases, ProQuest, CINAHLEBSCO, PubMed, and Science Direct, from 2016 to 2022. The keywords used were “Smartphone Addiction” AND “Medical” OR “Nursing” OR “P
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Rimpan, Sarce, Mien Mien, Desiderius Bela Dhesa, and I. Wayan Romantika. "The Effect of Smartphone Use with Speech Delay Incidence in Toddlers in The Kapoiala Health Center Area, Konawe Regency." KLASICS 2, no. 02 (2022): 16–19. http://dx.doi.org/10.46233/klasics.v2i02.743.

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Abstract. Smartphone is a set of electronic devices that have various functions. Smartphones provide facilities that vary in terms of design and application so that it becomes an attraction for users to take the time to play smartphones. Today, many toddlers often use smartphones to play games rather than being used as a means of learning or playing outside. The purpose of this study was to determine the effect of smartphone use on the incidence of speech delay in children under five in the working area of ​​the Kapoiala Health Center, Konawe Regency. The sample in this study was toddlers as m
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Piyush, Rai, Yadav Vaibhav, Singh Shashwat, and Sharma Anupama. "Fitness and Gaming: The Science of Mobile Sensor-Based Fitness Games." Journal of Sensor Research and Technologies 5, no. 1 (2023): 33–39. https://doi.org/10.5281/zenodo.7889300.

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<em>This research paper explores the surge in demand for virtual reality (VR) headsets among young people. The demand has risen by 241.6% due to the popularity of VR games, driven by cheap VR headset makers in countries like India. However, these low-cost VRs have negative impacts on users&#39; health and the environment because of their poor construction and ergonomic design, as well as short lifespan. To mitigate these issues, the paper proposes a platform called Fitgo, which provides VR-like experiences through smartphones while promoting physical activity and reducing the usage of hazardou
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Park, Jeong Hye, and Minjung Park. "Smartphone use patterns and problematic smartphone use among preschool children." PLOS ONE 16, no. 3 (2021): e0244276. http://dx.doi.org/10.1371/journal.pone.0244276.

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Background The purpose of the present study was to identify smartphone use patterns associated with problematic smartphone use (PSU) among preschool children. Little is known about PSU patterns in younger children, although the age for first smartphone use is decreasing. Methods We applied a cross-sectional study design to analyze data obtained from a nationwide survey on smartphone overdependence conducted in 2017 by the South Korean Ministry of Science and ICT and the National Information Society Agency. Data from 1,378 preschool children were analyzed using binomial logistic regression anal
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Rahminda, Lili, and Refika Mastanora. "PEMANFAATAN MEDIA SMARTPHONE PADA SISWA/I KELAS VI SEKOLAH DASAR NEGERI 16 DI NAGARI SUPAYANG." KINEMA: Jurnal Komunikasi dan Penyiaran 2, no. 1 (2023): 95. https://doi.org/10.31958/kinema.v2i1.10458.

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This study aims to find out how the use of smartphone media in Class VI students of SD Negeri 16 in supayang. The problem discussed in this study is the use of smartphone media in students of class VI in SD Negeri 16 supayang. The background to raising this issue is that many grade VI elementary school students in Nagari Agarng use smartphones to play online games such as pubg, mobile legend, and freefire and some use smartphones to play tiktok and Instagram. The type of research used is field research. To obtain data from the problems studied, the data collection technique used by researchers
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Suyanto, S., Chelsy Yesicha, Belli Nasution, et al. "Empowering high school students with online game literacy." Journal of Community Service and Empowerment 5, no. 1 (2024): 130–35. http://dx.doi.org/10.22219/jcse.v5i1.29222.

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The COVID-19 pandemic has led to a surge in electronic devices and smartphones in education, causing students to spend more time on screens. The mobile game market in Indonesia has grown significantly, with 3.45 billion downloads in 2022. Online games can be addictive and psychologically impactful, making it crucial to instill literacy and parental supervision to prevent addiction. In Bengkalis, Indonesia, a community service activity was conducted to foster online game literacy among students, teachers, and parents. The activities involved interactive methods and forum group discussions, usin
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Winarni, Sri, Emiliana Indah Eko Setywati, Yustina Kristianingsih, and I. Dewa Dede Sultan Pratama. "HUBUNGAN DURASI PENGGUNAAN SMARTPHONE DENGAN NYERI LEHER." JPK : Jurnal Penelitian Kesehatan 15, no. 1 (2025): 108–13. https://doi.org/10.54040/jpk.v15i1.301.

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Currently, many students use smartphones to support their learning activities or for hobbies and lifestyles. However, students use their smartphones more for social media and playing games than for studying. The results of a preliminary survey on December 15, 2023 on students of the Catholic Health College of St. Vincentius A Paulo Surabaya obtained data that 80% used smartphones for more than 2 hours a day. The purpose of this study was to analyze the relationship between the duration of smartphone use and the intensity of neck pain in students. This study uses a correlation design with a cro
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Alhabahba, Mohammad Madallh, Omer Hassan Ali Mahfoodh, Ambigapathy Pandian, et al. "Check This Word Out! Exploring the Factors That Affect Students’ Vocabulary Learning Using Smartphones via Partial Least Squares." Education Research International 2014 (2014): 1–10. http://dx.doi.org/10.1155/2014/672031.

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A rigorous understanding of the use of Smartphones for foreign language vocabulary acquisition is crucial. Employing the technology acceptance model, this study aims to investigate students’ behavioural factors affecting Saudi students’ attitudes towards employing Smartphones for foreign vocabulary acquisition. Two hundred and seventy-three students studying in a preparatory year programme were surveyed. SmartPLS was employed to analyse the data obtained from the study’s sample. The results revealed that perceived usefulness and attitude proved to be significantly and positively related to voc
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Marsepa, Eva, Nurry Ayuningtyas Kusumastuti, and Oka Solehatul Mufrokah. "THE EFFECT OF SMARTPHONE USE ON STUDENT LEARNING INTEREST AND STUDENT PROCRASTINATION BEHAVIOR AT SMK X TANGERANG CITY." JURNAL ILMIAH GLOBAL EDUCATION 4, no. 4 (2023): 2807–13. http://dx.doi.org/10.55681/jige.v4i4.1424.

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This research was conducted by researchers because it was motivated by several phenomena that occurred at SMK X Kota Tangerang, namely the use of smartphones which resulted in less interest in learning and increased student procrastination behavior. as a result of using a smartphone so that the test or test scores drop, submitting assignments not on time or not submitting assignments at all, looking for answers to exams or tests using a smartphone, when in the online learning process there are often students who disappear from online learning because they are preoccupied with activities on sma
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Ohk, Seung-Ryeol, YongSin Kim, and Young-Jin Kim. "Phase-Based Low Power Management Combining CPU and GPU for Android Smartphones." Electronics 11, no. 16 (2022): 2480. http://dx.doi.org/10.3390/electronics11162480.

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Smartphones have limited battery capacity, so efficient power management is required for high-performance applications and to increase usage time. In recent years, efficient power management of smartphones has become very important as the demand for power use of smartphones has grown due to deep learning, games, virtual reality, and augmented reality applications. Existing low-power techniques of smartphones focus only on lowering power consumption without considering actual power consumption based on utilization of the central processing unit (CPU) and graphics processing unit (GPU), which ar
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., Mauliadi Ramli. "Penggunaan Smartphone Pada Petani Remaja di Desa Leworeng Kec.donri-donri Kab.Soppeng." PREDESTINASI 15, no. 1 (2022): 71. http://dx.doi.org/10.26858/predestinasi.v15i1.33636.

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AbstractAbstract. The development of science and technology is something that cannot be avoided, changes in all sectors are the impact of this, the education sector, social politics and the economy, one example of the economic sector is the use and increase in gadget users, in this case smartphones, which have even become the basic needs of every individual in all circles, one of which is among young farmers in Leworeng Village, Donri-Donri District, Soppeng Regency. This study aims: To determine the use of Smartphones among adolescent farmers. The research method used is descriptive qualitati
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Murthy J, Venkatesh, and Veena Gretta Tauro. "Smartphone Addiction and the Associated Factors of Adolescents and Purposes and Pattern of Smartphone Use." International Journal of Science and Healthcare Research 9, no. 1 (2024): 158–68. http://dx.doi.org/10.52403/ijshr.20240120.

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Background: Smartphone addiction is the failure to control excessive smartphone use, in spite of its negative impacts on social, psychological, physical, and economic aspects of life. The smartphones, as multifunctional device have become essential in daily life, particularly among adolescents, but excessive reliance on them can lead to behavioural addiction. Objectives The study aimed to examine the association between smartphone addiction and the characteristics of adolescents and purposes and patterns of smartphone use. Methodology: The study adopted a descriptive correlation design among 2
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Lozano-Blasco, Raquel, Alberto Quilez-Robres, Roxana Rodriguez-Araya, and Raquel Casanovas-López. "Addiction to New Technologies and Cyberbullying in the Costa Rican Context." Education Sciences 12, no. 12 (2022): 876. http://dx.doi.org/10.3390/educsci12120876.

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Addiction to new technologies (Internet, smartphone and video games) as well as cyber-aggression presents a growing incidence at a global level. Correlational research is proposed with a sample of n = 127 Costa Rican adolescents, with a mean age of 16.32 years, comprising 67 men and 60 women. The objective was to determine the prevalence of Internet, smartphone and video game addiction and its close relationship with cyberbullying (cyber-victim role, cyberbully role and mixed role) in the Costa Rican context. The results show a high rate of abusive use (connection time) of the Internet and “sm
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S., Praveen Kumar R., Kaki Aruna, Aravind Kumar, and Venkatalakshmi P. "A smartphone use and its impact on academic performance of medical students: a cross sectional study." International Journal of Advances in Medicine 8, no. 10 (2021): 1582. http://dx.doi.org/10.18203/2349-3933.ijam20213714.

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Background: Smartphones are unavoidable technology in this modern era. Though there are several advantages with the use of smartphones, there is another school of thought is that due to excessive use of smartphones and addiction behavior the academic performance of the students gets deteriorates. With this in background, this study was conducted to compare the use of smartphones with the student’s academic performances.Methods: This prospective cross-sectional study was conducted among the undergraduate medical students of Sri Venkateshwara medical college hospital and research institute, Pudu
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Yoon, Kyong, and Dal Yong Jin. "The Gamification of Mobile Communication among Young Smartphone Users in Seoul." Asiascape: Digital Asia 3, no. 1-2 (2016): 60–78. http://dx.doi.org/10.1163/22142312-12340048.

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Drawing on the empirical findings, the present study discusses how mobile media and gaming practices are integrated with young people’s everyday lives in Seoul, Korea. In particular, the present study aims to critically examine mobile gaming as a social practice, by adopting the notion of “gamification”. The study has found that users coped with urban everyday life by appropriating mobile apps and thus engaging with the gamification of mobile communication. Various mobile games have become popular add-ons on smartphones and offered casual involvement in gaming in daily moments such as commutin
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Rosliana, Lina, and Arsi Widiandari. "Online Game and the Hikikomori Phenomenon in Japan." E3S Web of Conferences 202 (2020): 07080. http://dx.doi.org/10.1051/e3sconf/202020207080.

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The internet, online games, smartphones are things that are very familiar with the lives of millennials today, including the millennial generation in Japan. Everything that comes with it is a necessity, including the negative effects it causes. In Japan, the society has highlighted many problems arising from the internet, online games, and smartphones, one of which is the addiction problem in using these devices. This brings us to the classic problem of Japanese society, namely, hikikomori, where a person stays at home for long periods, does not socialize and work, and only does what he/she li
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Sukasmi, Sri, Asrowi Asrowi, and Nur Arifah Drajati. "Optimizing the Utilization of Game-Based Learning Application for Elementary Students First Phase." Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 6, no. 6 (2022): 5873–85. http://dx.doi.org/10.31004/obsesi.v6i6.3238.

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Smartphone was a technology-based device that was almost used and owned by every individual, both teachers and students. This study aimed to identify opportunities for using smartphones to support learning activities. This type of research was included in qualitative research, the research subject consists of 30 students of primary education level who were randomly selected. The data collection method used was a survey with a research instrument, namely a questionnaire. Through the questionnaire, it was found that 86.7% of students have smartphones that are used to play games (76.7%), using sm
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SIDDHESH, SHINDE, GAVAND PRAVIN, RAUT SANTOSH, KAMBLE DNYANESHWAR, and SHINDE A.A. "AUTOCHARGE: AUTOMATICALLY CHARGE SMARTPHONE USING LIGHT BEAM." JournalNX - a Multidisciplinary Peer Reviewed Journal 3, no. 6 (2017): 1–6. https://doi.org/10.5281/zenodo.1420970.

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Today&acirc;&euro;&trade;s smartphones are very power hungry. They use powerful hardware including multicore CPU, many GPU cores, large screen and high-speed wireless network interfaces, all with a high power consumption. They also run many energy-expensive applications such as high-end games, full HD video playback, and various continuous sensing tasks for context awareness. As a result, many users suffer from a short battery lifetime on their smartphones and thus they often have to recharge their smartphones every day or even multiple times per day. To make user put in less efforts and have
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Hendra Yuni Irawan. "Pengembangan Media Pembelajaran Basis Data Berbasis Smartphone Bagi Kelas XI Di SMK Negeri 7 Samarinda." Khatulistiwa: Jurnal Pendidikan dan Sosial Humaniora 2, no. 3 (2022): 01–10. http://dx.doi.org/10.55606/khatulistiwa.v2i3.1499.

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Smartphones have many advantages, one of which is that users can replace or use a variety of unique applications according to their needs, which can be downloaded in app stores or in the Playstore. The applications are as follows games, social networking, music and others. While Smartphones are flying, it is rare for users to use these smartphones for educational or educational activities.
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Makki, Muhammad, Dyah Indraswati, Muhammad Erfan, Aisa Nikmah Rahmatih, and Vivi Rachmatul Hidayati. "Workshop Dan Pendampingan Pembuatan Game Edukasi Berbasis Android Bagi Guru SDN 2 Cakranegara." Jurnal Interaktif: Warta Pengabdian Pendidikan 1, no. 2 (2021): 23–29. http://dx.doi.org/10.29303/interaktif.v1i2.10.

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The Covid-19 pandemic has led to policies that make teachers and students have to adapt the face-to-face learning model to online learning. The teacher of SD N 2 Cakranegara admits that there are limitations to the variety of audio-visual learning media used. The teachers also don't know and have never tried to develop game games with learning content, even though Android-based games are very possible to be developed and accessed portable on smartphones, the majority of which are already owned by teachers and students. The provision of workshops and assistance in making Android-based education
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Muliana, Lia, M. Nazaruddin, Alwi Alwi, Ibrahim Chalid, and Fajri M. Kasim. "SOCIAL CONTROL AGAINST ONLINE GAME-ADDICTED TEENSIN PADANG SEURAHET VILLAGE, JOHAN HEROES DISTRICT BARAT ACEH DISTRICT." Malikussaleh Social and Political Reviews 3, no. 2 (2022): 40. http://dx.doi.org/10.29103/mspr.v3i2.8707.

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The phenomenon of online game addiction is rife in the current digitalization era, especially among teenagers in Padang Seurahet Village. Variants of online games that are often accessed by teenagers are free-to-fire games or war games. Addiction was observed from the outpouring of time playing online games and the non-conformist behavior of adolescents. In analyzing this social event using a qualitative method with a phenomenological approach. The results show that the aspects that encourage teenagers to become addicted to online games are because teenagers can expand their social networks wi
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Ilmadi, Aldi Florensius Gea, Joshua Damas Sadewo, et al. "Application of Gamification with "SIKMA" to Increase Motivation and Learning Independence Attitudes." Asian Journal of Community Services 2, no. 1 (2023): 145–52. http://dx.doi.org/10.55927/ajcs.v2i1.2361.

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This Community Service Activity (PKM) aims to increase the motivation and independence of learning for students in Porisgaga Housing, Ambon Block, Tangerang City, so that the use of Smartphones can be used as a tool to support the learning process outside of class hours (outside of school). Most students use smartphones outside of school to play games, so their time is spent on the game, so the function of the smartphone, which was originally to support the learning process, turned into access to playing online games. One effective way to solve this problem is the application of gamification w
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MOROESI, G. PITIKOE-CHILOANE, and DONDOLO BONGAZANA. "EXAMINING THE ASSOCIATION BETWEEN SELF-CONTROL AND MOBILE GAME ADDICTION: THE ROLE OF SMARTPHONE ADDICTION." Social Sciences and Education Research Review 10, no. 2 (2023): 240–49. https://doi.org/10.5281/zenodo.15254279.

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Smartphones are seen as the primary source of mobile gaming's popularity and mobile game addiction. This study investigates the link between lack of self-control and addiction to mobile gaming, with a specific emphasis on the role that smartphone addiction plays in mediating this connection. Data were collected from a convenience sample consisting of 276 students registered in Technical and Vocational Education and Training (TVET) programmes at one college. Of the participants, 58% were female, and 42% were male. The primary data were collected using a cross-sectional survey and analysed using
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Rossy, Virgiani Tulean, and Paul Rumagit. "Augmented Reality Model Design in Urban Farming Learning Activity Simulation Based on GamePlay-Centric." Journal of Multimedia Trend and Technology 4, no. 1 (2025): 43–51. https://doi.org/10.35671/jmtt.v4i1.89.

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Based on available statistics, Indonesia ranks fourth globally in terms of the number of mobile phone users. Android is one of the operating systems (OS) for smartphones that is expanding quickly. Based on the results of the survey, Android-powered smartphones are the most popular. With 85.9% of smartphones running Android OS, the number of users in the first semester of 2023 grew very quickly. IOS, with 62.0% of users globally, came in second. This is a result of the growing selection of games and apps for smartphones running Android OS. Accompanied by the rapid development of Android smartph
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Putri, Yeli, and Rini Rahman. "Dampak Smartphone Terhadap Akhlak Anak." An-Nuha 2, no. 2 (2022): 342–54. http://dx.doi.org/10.24036/annuha.v2i2.191.

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This study aims to determine the factors that can affect the morals of children in the Pratama II complex, Lubuk crocodile Padang, the positive impact of smartphones on the morals of children in the Pratama II complex, Lubuk crocodile Padang and the negative impact of smartphones on the morals of children in the Pratama II complex, Lubuk crocodile Padang. The method used in this research is qualitative with the type of field research (field research). The field research approach (field research) is a research procedure in the form of written and spoken words from predetermined informants. The
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Aristana, Made Dona Wahyu, Rikcy Sanusi, I. Gede Iwan Sudipa, Putu Wirayudi Aditama, and I. Komang Arya Ganda Wiguna. "Application of Interactive Games on Tourism Objects Based on Augmented Reality Gamification." Journal of Computer Networks, Architecture and High Performance Computing 6, no. 3 (2024): 1712–22. http://dx.doi.org/10.47709/cnahpc.v6i3.4403.

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The development of information technology is always growing rapidly, especially in the field of android smartphones. Android smartphones can now be obtained at a fairly affordable price. With rapid development, there are so many innovations that can be developed by the smartphone itself, even the tourism sector such as The Sila's Agroutourism can get the impact of several innovations that exist along with the times such as Augmented Reality. In this research, the author uses two augmented reality methods, namely Marker Based Tracker and also Markerless. Where Marker based tracker is a method t
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Bhate, Krutika, and Shraddha Thakor. "IMPEDIMENTS IN THE ADOPTION OF NEW TECHNOLOGY AMONG ELDERLY." International Journal of Management, Public Policy and Research 2, SpecialIssue (2023): 28–32. http://dx.doi.org/10.55829/ijmpr.v2ispecialissue.132.

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A Smartphone is a mobile phone that allows you to do more than just make and receive phone calls and text messages. Smartphones are computer-like in that they can access the Internet and run software programmes. Users interact with smartphones via a touch screen. Thousands of smartphone apps are available, including games, personal-use apps, and business-use apps.&#x0D; The elderly have always had a lot of difficulties adopting new technology. However, as the world's population grows, seniors are increasingly adopting more digitally connected lifestyles. According to American research, more th
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Chellapan, Thilageswary, and Sumithira Narayanasamy. "Smartphone use patterns and the impact on accommodation and convergence system of the eyes among Malaysian teenagers." International Journal of Ophthalmology 17, no. 11 (2024): 2093–99. http://dx.doi.org/10.18240/ijo.2024.11.16.

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AIM: To determine the smartphone use patterns and effects of smartphone use on accommodation and convergence system of the eyes among Malaysian teenagers. METHODS: A total of 62 participants aged between 13 and 17y were involved. A self-administered questionnaires containing 12 items was used to evaluate the smartphone usage patterns. This was followed by an eye examination, involving a battery of accommodation and convergence assessments before and after the smartphone use. The data analysis comprised descriptive statistics, paired t-test, and correlation coefficients. RESULTS: The use of sma
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Aminah, Ratih Siti, and Muslim . "Parents and Adolescents Pattern of Interpersonal Communication in The Restriction of Smartphone Usage." JHSS (JOURNAL OF HUMANITIES AND SOCIAL STUDIES) 1, no. 1 (2017): 50–55. http://dx.doi.org/10.33751/jhss.v1i1.374.

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Communication can be the media of proximity of parents and children. Parents will feel comfortable because they feel the child needs and love him. Conversely, the child will feel happy to get the attention of his parents. The development of communication technology led to a new style of communication style. Parent and child communication is no longer done face-to-face at the dinner table or in the living room. The role of interpersonal communication of parents and children began to shift since the presence of a smart tool that was created able to perform many activities.Communication patterns
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Kamboj, Shampy, Shruti Rana, and Vinayak A. Drave. "Factors Driving Consumer Engagement and Intentions with Gamification of Mobile Apps." Journal of Electronic Commerce in Organizations 18, no. 2 (2020): 17–35. http://dx.doi.org/10.4018/jeco.2020040102.

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The advent of smartphones revolutionized and took the market to a new level. Now a days, majority of internet users spend their maximum time on smartphones, specifically on mobile apps. The emergence of numerous apps in smartphones with games features has brought about a different trend, mobile app gamification. The emerging popularity of smartphone technologies and their mobile apps have led various companies to engage their consumers with mobile apps, specifically through gamification. Therefore, companies gain consumers attention integrate their mobile marketing into their overall marketing
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Wahid, Muhammad, and Ahmad Fauzan. "GAME ONLINE SEBAGAI POLA PERILAKU." KINESIK 8, no. 3 (2021): 275–83. http://dx.doi.org/10.22487/ejk.v8i3.225.

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The development of this technology has a big influence on its users, especially with the emergence of online gaming applications in smartphones. Gameonline is one of the things that are popular among gadget users, this can be seen with the emergence of various types of online games on the smartphone. With the presence of online games and excessive use will cause concern, especially on changes in attitudes and behavior patterns of its users. This research aims to find out and provide an overview of how the behavior patterns of Untad communication science students in doing activities to play Gam
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