Artykuły w czasopismach na temat „Smartphones games”
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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.
Pełny tekst źródłaEldo, 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.
Pełny tekst źródłaQureshi, 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.
Pełny tekst źródłaKuswantoro, 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.
Pełny tekst źródłaZharkova, 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.
Pełny tekst źródłaYamamoto, 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.
Pełny tekst źródłaYang, 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.
Pełny tekst źródłaNaufal 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.
Pełny tekst źródłaKalyani, 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.
Pełny tekst źródłaKo, 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.
Pełny tekst źródłaFidian, 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.
Pełny tekst źródłaSinurat, 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.
Pełny tekst źródłaRakhmah, 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.
Pełny tekst źródłaKarim, 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.
Pełny tekst źródłaSchaal, 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.
Pełny tekst źródłaRohmani, 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.
Pełny tekst źródłaHadapiningrani, 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.
Pełny tekst źródłaZaliluddin, 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.
Pełny tekst źródłaİsmail, 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.
Pełny tekst źródłaTasijawa, 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.
Pełny tekst źródłaRimpan, 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.
Pełny tekst źródłaPiyush, 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.
Pełny tekst źródłaPark, 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.
Pełny tekst źródłaRahminda, 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.
Pełny tekst źródłaSuyanto, 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.
Pełny tekst źródłaWinarni, 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.
Pełny tekst źródłaAlhabahba, 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.
Pełny tekst źródłaMarsepa, 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.
Pełny tekst źródłaOhk, 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.
Pełny tekst źródła., 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.
Pełny tekst źródłaMurthy 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.
Pełny tekst źródłaLozano-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.
Pełny tekst źródłaS., 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.
Pełny tekst źródłaYoon, 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.
Pełny tekst źródłaRosliana, 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.
Pełny tekst źródłaSukasmi, 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.
Pełny tekst źródłaSIDDHESH, 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.
Pełny tekst źródłaHendra 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.
Pełny tekst źródłaMakki, 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.
Pełny tekst źródłaMuliana, 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.
Pełny tekst źródłaIlmadi, 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.
Pełny tekst źródłaMOROESI, 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.
Pełny tekst źródłaRossy, 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.
Pełny tekst źródłaPutri, 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.
Pełny tekst źródłaAristana, 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.
Pełny tekst źródłaBhate, 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.
Pełny tekst źródłaChellapan, 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.
Pełny tekst źródłaAminah, 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.
Pełny tekst źródłaKamboj, 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.
Pełny tekst źródłaWahid, 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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