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2. Exploring adolescents' multimodal literacy as critical and creative prosumers in digital game-based multimodal composition.

3. Expanding Access to Mental Health: Evaluating the Potential of a Serious Mental Health Game for Adolescents.

4. EXAMINING SECONDARY SCHOOL STUDENTS' MOTIVATIONS FOR PLAYING DIGITAL GAMES.

5. Predictives of Digital Game Addiction in Turkish High School Students.

6. Examining Studies Containing Digital Games in the Field of Science Education: A Bibliometric Analysis.

7. Öğrenci̇ler içi̇n Di̇ji̇tal Oyun Tasarim Dokümantasyonu Hazirlama Süreci̇nde Yapay Zeka Kullanimi.

8. Sağlık Bilimleri Fakültesinde Eğitim Gören Öğrencilerin Dijital Oyun Bağımlılığı Farkındalıklarının İncelenmesi.

9. AÇIK DÜNYA OYUNLARINDA OYUNCU ODAKLI HİKÂYE ANLATIMI: THE WITCHER 3: WILD HUNT ÖRNEĞİ.

10. Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review.

11. Investigation Digital Game Addiction Awareness of Faculty of Health Sciences Students

13. Environmental Teaching Supported by Web 2.0-Based Digital Games for a Sustainable Life.

14. Investigating the impact of technology-supported 3E learning model in disaster education.

15. Investigating the effects of different game-based learning on the health care knowledge and emotions for middle-aged and older adults.

16. Effects of game-based digital interventions for mental disorders: A meta-analysis.

17. )» هارمونی اسکوئر «: بازی خبری در مقابله با اخبار جعلی)مطالعه موردی

18. Student's Perceptions Towards Learning Arabic Language Through Digital Game.

19. DEVELOPMENT PROCESS OF THREE-DIMENSIONAL CHARACTER DESIGN AND MODELING FOR MOBILE GAMES.

20. DİJİTAL OYUN OKURYAZARLIĞI SEVİYESİNİN BELİRLENMESİNE YÖNELİK BİR ARAŞTIRMA: ÇANAKKALE ÖRNEĞİ.

21. Game attributes and their relation to the values considered relevant for women.

22. OYUN FİRMALARININ ARA YÜZ TASARIMLARININ TİPOGRAFIK AÇIDAN İNCELENMESİ.

23. Matematik Eğitiminde Dijital Oyunlar: Tematik İnceleme.

24. Eficacia de los videojuegos en la regulación emocional de los estudiantes.

25. Sanal Gerçeklik (Metaverse) Kullanıcıları ile Fiziksel Aktivite Katılımcılarının Algılanan Fiziksel Mental Sağlık Çıktıları.

26. INVESTIGATION OF MOTIVATION LEVELS OF UNIVERSITY STUDENTS STUDYING IN TURKEY TO PLAY DIGITAL SPORTS GAMES.

27. PASS Teorisine Dayalı Dijital Oyun Tasarımının Dikkat Eksikliği ve Hiperaktivite Bozukluğu Olan Çocuklar Üzerindeki Etkisi.

28. Effects of a personalized game on students’ outcomes and visual attention during digital citizenship learning

29. Investigation of nursing students' addiction to digital game play and associated factors

30. Ergenler Dijital Oyunlar Hakkında Ne Düşünüyor?

31. Investigating the Relationship Between Digital Game Addiction and Health-related Quality of Life of Adolescents

32. A Comparative Study on the VR Experience of Students in a Digital Documentary Game

33. Investigation of nursing students' addiction to digital game play and associated factors.

34. Sanal Ürünler ve Değişen Tüketim: Sanal Ürün Tüketimini Dijital Oyunlar Üzerinden Okumak.

35. The Relationship Between Physical Activity Level, Digital Game Addiction, and Academic Success Levels of University Students.

36. Investigating the Relationship Between Digital Game Addiction and Health-related Quality of Life of Adolescents.

37. Üniversite Öğrencilerinin Dijital Oyun Bağımlılığı Düzeylerinin İncelenmesi.

38. Curriculu effectiveness of the story and self-explanation of the digital game on learning, academic engagement in the mathematics of the first-grade students.

39. INVESTIGATION OF DIGITAL GAMING ATTITUDES AMONG ATHLETES IN TERMS OF DEMOGRAPHIC VARIABLES.

40. 4-6 Yaş Çocuklarının Dijital Oyun Bağımlılığı Eğilimlerinin Problem Davranışlarını Yordayıcı Etkisi.

41. Enhancing Programming Education Through Gamification

43. Digital Discussion Game on Values: Development, Use and Possibilities for Measuring Its Functionality

44. Integrating a Digital Math Vector Game into a Blended Classroom: Technological and Instructional Design Principles

45. Exploration of 'ICH + Digital Game' Mode Under the Threshold of Culture and Tourism Integration

46. A Multidisciplinary Approach to Developing a Digital Game to Enhance Social Cognition Skills in Adolescents with ASD

47. Effect of digital game intervention on cognitive functions in older adults: a multiple baseline single case experimental design study

48. Determining the Opinions of Parents with Children with Special Needs on Digital Games

49. A Qualitative Study on E-Sports Players’ Leadership Perceptions Regarding Their Team Coaches

50. YouTube’da Yayın Yapan Dijital Oyun Yayıncılarının İçeriklerine Dair İnceleme

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