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101. Adaptive rock-paper-scissors game enhances eco-evolutionary performance at cost of dynamic stability.

102. Building Coping Strategies and Resilience among Young Children after a Catastrophic Storm: Tips to Educators

103. Human Sensing for Tabletop Entertainment System

104. Sharing Information in Adversarial Bandit

105. Evaluation of Mathematical Thinking. Discussion Paper No. 3.

106. Low-Cost Microtechnology Learning Aids in the Classroom. Discussion Paper 01/80.

107. Preparing Future Designers for Their Role in Co-Design: Student Insights on Learning Co-Design

108. New Directions in the Conceptualization and Operationalization of Children's Home Learning Environment

109. Literature Review in Game-Based Learning

110. Feature Matching of Simultaneous Signals for Multimodal Synchronization

111. From a CV to an ePortfolio: An Exploration of Adult Learner's Perception of the ePortfolio as a Jobseeking Tool

112. A Framework for Designing 3D Virtual Environments

113. Brain-Computer Interfaces: Proposal of a Paradigm to Increase Output Commands

114. Towards Multimodal, Multi-party, and Social Brain-Computer Interfacing

115. Validation of Agent-Based Simulation through Human Computation: An Example of Crowd Simulation

116. Simulation, Games and Challenges: From Schools to Enterprises

117. Exploring Extrinsic Motivation for Better Security: A Usability Study of Scoring-Enhanced Device Pairing

118. Stereo Presentation and Binaural Localization in a Memory Game for the Visually Impaired

120. An E-tool for Assessing Undergraduate Students’ Learning of Surveying Concepts and Practices

121. Social Interaction in a Cooperative Brain-Computer Interface Game

122. Mistakes can stabilise the dynamics of rock-paper-scissors games.

123. The Complexity of Reachability in Randomized Sabotage Games

124. Unsettling Childhood Literacies: Contamination as Collaboration in Transmedia Encounters

125. Policing the Border in Lucas Pope's Computer Game Papers, Please.

126. Design of Experience and Flow in Movement-Based Interaction

127. Using Chess Programming in Computer Education

128. Contribution to the Development of Self-Regulated Learning through Merging Music and Mathematics

129. Dungeons and Dragons and Digital Writing: A Case Study of Worldbuilding

130. Relating Students' Proportional Reasoning Level and Their Understanding of Fair Games

131. El Razonamiento de Profesoras en Formación Acerca de la Variación en Situaciones de Riesgo = Preservice Teachers' Reasoning about Variation in Risk Situations

132. Understanding Computational Thinking in the Gameplay of the African 'Songo' Board Game

133. Informal Adult Learning and Training Sessions: Playing Modern Board Games in the Digital Age

134. Cyclic dominance in a two-person rock–scissors–paper game.

135. Games and 21st-Century Standards--An Ideal Partnership

136. Gamified product design for paper recycling

139. Effect of Gamification on Students' Motivation and Learning Achievement in Second Language Acquisition within Higher Education: A Literature Review 2011-2019

140. Play and Curation during the COVID-19 Pandemic: An Interview with Christopher Bensch, Andrew Borman, Michelle Parnett-Dwyer, and Nicolas Ricketts

141. A Model for Using Activity Theory in Education Design: A Gamification Example

143. From Montana to Brazil: Sparking an International Indigenous Consciousness

146. Transitioning to the Polytechnic: The Game Development Aspect