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51. Perspective of Game Theory in Education for Sustainable Development

52. Active Gaming: The Future of Play?

53. High School Rugby Players' Perception of Coaching Effectiveness

54. How New Technologies Have (and Have Not) Changed Teaching and Learning in Schools

55. The Effectiveness of Peer Assessment and a Proposal for Its Analysis Using Game Theory

56. Loaded Dice: Games Playing and the Gendered Barriers of the Academy

57. Games Superheroes Play: Teaching Game Theory with Comic Book Favorites

58. The Politics of Gamification: Education, Neoliberalism and the Knowledge Economy

59. Moral Development in Sport Education: A Case Study of a Teaching-Oriented Preservice Teacher

60. Physical Activity Levels in Coed and Same-Sex Physical Education Using the Tactical Games Model

61. Creating Engaging Escape Rooms for the Classroom

62. Vocabulary by Gamification

63. A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain

64. The Game of Knowledge Brokering: A New Method for Increasing Evaluation Use

65. Virtual Learning Worlds as a Bridge between Arts and Humanities and Science and Technology

66. Understanding the Power of New Literacies through Video Game Play and Design

67. Dynamic User Modeling within a Game-Based ITS

68. Democracy and Education Spending: Has Africa's Move to Multiparty Elections Made a Difference for Policy?

69. Tools in HRD. Symposium.

70. Teaching Game Theory to Improve Adversarial Thinking in Cybersecurity Students

71. Gamification in the Business Communication Course

72. Evaluating Behavioral Skills Training to Teach Safe Tackling Skills to Youth Football Players

73. Diversions: Gemblo and Polyhex Blokus

74. It Is All about Inquiry: A Cross-Disciplinary Conversation about the Shared Foundations for Teaching

76. Digital Badges for Staff Training: Motivate Employees to Learn with Micro-Credentials

77. Pokémon Battles as a Context for Mathematical Modeling

78. The Culture of Deep Learning in eSports: An Insider's Perspective

79. Effects of the Presence of Audio and Type of Game Controller on Learning of Rhythmic Accuracy

80. Probability from a Socio-Cultural Perspective

81. Reinventing the Teacher as the Wayfinder

82. Simulation As a Tool in Education Research and Development. A Technical Paper. EdTalk.

83. Creating Games for Emerging English Speakers: Language & Content Reinforcement Activities.

84. Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature

85. Performance Assessment in Serious Games: Compensating for the Effects of Randomness

86. A Frame-Reflective Discourse Analysis of Serious Games

87. The Role of Awareness for Complex Planning Task Performance: A Microgaming Study

88. Examining Student-Designed Games through Suits' Theory of Games

89. Game Theory in the Social Studies Classroom

90. Benefits, Barriers and Guideline Recommendations for the Implementation of Serious Games in Education for Stakeholders and Policymakers

91. Developing an Appropriate Goalball Unit for Secondary Physical Education

92. Developing Questioning in Game-Centered Approaches

93. Engaging Students in Quality Games

94. On the Interfaces among Educational Technology, Creativity, and Chess

95. Security Techniques for Sensor Systems and the Internet of Things

96. Self-Efficacy Relevant to Competitive Anxiety and Gameplay Interest in the One-on-One Competition Setting

97. Vocabulary Learning in Massively Multiplayer Online Games: Context and Action before Words

98. Bouncing Back from 'Deflategate'

99. The Prisoner's Dilemma: Introducing Game Theory

100. Treatment of an Anonymous Recipient: Solid-Waste Management Simulation Game

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