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  1. 1

    Penerapan Intelligent Geographic Information System untuk Deteksi Kecanduan Game by Anastasya Latubessy, Ahmad Jazuli, Rina Fiati

    Published 2020-12-01
    “…Sehingga menghasilkan aplikasi yang diberi nama IGIS-Decandu(Intelligent Geographic Information System Deteksi Kecanduan Game) yang dapat digunakan untuk mengetahui tingkat persebaran kecanduan game anak Indonesia. …”
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  2. 2

    Steganography in Game Actions by Ching-Chun Chang, Isao Echizen

    Published 2025-01-01
    “…We explore a steganographic paradigm, in which hidden information is communicated through the episodes of multiple agents interacting with an environment. …”
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  3. 3

    Ten Tips for Encouraging the Use of Your Pine Plantations By Game Species by Holly K. Ober, Stanton Rosenthal, William Sheftall

    Published 2010-04-01
    “…Ober, Stanton Rosenthal, and William Sheftall, provides brief tips for making pine plantations more suitable for game species. Includes additional sources of information. …”
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  4. 4

    USING TECHNOLOGY ACCEPTANCE MODEL TO ANALYSE THE SUCCESSFUL CROWDFUNDING LEARNING GAME CAMPAIGNS by Hong Huang, Han Yu, Wanwan Li, Jinxuan Ma

    Published 2023-06-01
    “… Due to the limited opportunities for financial supports to educators, Crowdfunding can be an effective channel to solicit funding sources for educators to develop new learning games. Understanding user perceptions of a successful learning game guided by Technology Acceptance Model (TAM) could help educators to effectively adapt Information Communication Technologies (ICT) in developing more competitive learning games and secure more funding.  …”
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  5. 5

    A Serious Game to Study Reduced Field of View in Keyhole Surgery: Development and Experimental Study by Phoebe Whitley, Connor Creasey, Matthew J Clarkson, Stephen Thompson

    Published 2025-02-01
    “…ObjectiveThis paper describes our work on developing a serious game with 2 objectives: (1) to create an engaging game that communicates some of the challenges of keyhole surgery, and (2) to test the effect of a limited field of view on task performance. …”
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  6. 6

    Open Literacy: Games, Social Responsibility and Social Innovation: Editorial Introduction to the Special Issue of Cultural Science Journal by Hartley John, Ellis Katie, Leaver Tama

    Published 2019-12-01
    “…This is the Editorial Introduction to the special collection of articles on Open Literacy: Games, Social Responsibility and Social Innovation, which will be published across volumes 11 and 12 of the Journal. …”
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  7. 7

    Perancangan dan Implementasi Game Edukasi Kesehatan Gigi “Tooth and Fairy” berbasis Android Menggunakan Unity Engine by Sussi Sussi, Sri Astuti, Nurwulan Fitriyanti, Nyoman Bogi Aditya Karna, Nizar Rizky Awany, Muhammad Fajar Firdiansyah, Rafli Noveri Alfariji, Dhea Dearly Herman, Muhammad Risqi Risfianda, Muh Nurkhaliz

    Published 2022-02-01
    “…Conventional methods are less attractive, have minimal visualization, and less challenging, so that children get bored easily in understanding the information provided. The research conducted by the researcher is to design a single-player game entitled "Tooth and Fairy" and implement it to an Android-based smartphone, at least an Android Jelly Bean device. …”
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    Classifying problematic gaming using a latent profile approach based on personality traits in Chinese young adolescent by Jingyue Hao, Zhenjiang Liao, Qiuping Huang, Xinxin Chen, Shuhong Lin, Yongyan Shi, Yifan Li, Yin Tang, Xuhao Wang, Hongxian Shen

    Published 2025-02-01
    “…Abstract Background Internet gaming has gained widespread popularity in China, yet the classification of problematic gaming subtypes based on personality traits remains limited. …”
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  10. 10

    Penerapan Covid Shooter Berbasis Android sebagai Game Edukasi Pencegahan Covid-19 pada Anak Usia Dini by Rocky Ardiansyah Yudistira Putra, Unzilla Savika Putri, Ginanjar Setyo Permadi, Dodik Arwin Dermawan

    Published 2023-04-01
    “…Sebelum penerapan game dilakukan, terlebih dahulu dilakukan pembuatan game tentang bahaya dari covid-19. …”
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  11. 11

    Game Edukasi Pengenalan Sistem Isyarat Bahasa Indonesia (SIBI) Menggunakan Myo Armband pada Arsitektur Client Server by Rizky Yuniar Hakkun, M. Rizky, Buchori Rafsanjani

    Published 2022-06-01
    “…This study also builds an educational game application that uses the cloud platform to implement platform usage. …”
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  12. 12
  13. 13

    Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial by Lauren Bloomfield, Julie Boston, Martin Masek, Lesley Andrew, Donna Barwood, Amanda Devine

    Published 2025-02-01
    “…This study evaluates the efficacy of the Meningococcal Immunisation Awareness, Prevention and Protection app (MIApp), a serious game designed to replicate the information provided in a 30-minute face-to-face presentation provided by a trained educator. …”
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  14. 14

    EDUCATIONAL TRAINING SIMULATOR FOR MONITORING READING TECHNIQUE AND SPEED BASED ON SPEECH-TO-TEXT (STT) METHODS by Olesia Barkovska, Heorhii Ivashchenko, Dmytro Rosinskiy, Daniil Zakharov

    Published 2024-10-01
    “…The practical significance lies in the fact that the use of information and communication technologies and gamification of the learning process motivates to gain knowledge and encourages learning not only due to the game strategy, but also due to the fact that the child receives approval and the opportunity to perform the task again so to improve skills. …”
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  15. 15

    New Energy Vehicles’ Technological Innovation Strategy Under Dual Credit Policy: The Role of Blockchain Adoption and Demand Information Sharing by Miaomiao Ma, Yuyu Li, Bo Huang

    Published 2025-01-01
    “…This paper explores the impact of market uncertainty and risk attitudes on technological innovation in new energy vehicles (NEVs) under the dual credit policy, focusing on the roles of manufacturers’ demand information sharing and blockchain adoption. We develop game-theoretic models based on mean-variance theory to derive optimal strategies across four scenarios. …”
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  16. 16

    Learning and intergenerational communication through digital storytelling in the first grades of primary school: Yesteryear Jobs by Mouchtari Efthalia, Meimaris Michalis, Gouscos Dimitris, Sfyroera Maria

    Published 2015-10-01
    “…It has involved a 6-month empirical study and embraced skills such as literature reading, story and song listening, painting, creating digital stories as well as improvising through theatrical games. The evaluation tools for the outcomes of this project comprised a questionnaire, participant observation, informal interviews and a video rubric for evaluating the digital creations of schoolchildren.…”
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  17. 17

    Multilingualism in Lithuanian Children’s Folklore by Anglickienė Laimutė, Macijauskaitė-Bonda Jurgita

    Published 2024-12-01
    “…Focusing on a few genres, namely, counting-out rhymes, games, horror stories and horror verses, this article presents and discusses manifestations of multilingualism in Lithuanian children’s folklore. …”
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  18. 18

    Prediction of Network Threats and Attacks by Mathematical Simulation by Daniil Doroshenko

    Published 2024-11-01
    “…The research uses mathematical methods such as probability theory, game theory, graph models, and statistical approaches to build models that allow to reproduce the dynamics of threats in real networks. …”
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  19. 19

    Media now : understanding media, culture, and technology / by Straubhaar, Joseph D., LaRose, Robert, Davenport, Lucinda

    Published 2018
    Table of Contents: “…Media and the information age -- The changing media -- Media and society -- The media -- Books -- Print and digital newspapers -- Magazines -- Recorded music -- Radio -- Film and video -- Television -- The Internet -- The third screen: smart phones and tablets -- Video games -- Public relations -- Media issues -- Advertising -- Media uses and impacts -- Media policy and law -- Media ethics -- Global communications media.…”
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  20. 20

    Pendekatan Model ADDIE dan Framework MDA pada Gamifikasi Edukasi Pendidikan Seks Anak Usia Dini by Cynthia Hayat, Stefani Cancerita

    Published 2022-08-01
    “…Aplikasi game ini juga telah diujicobakan ke 45 user dengan hasil dari uji respon pengguna dari pengguna game dengan hasil persentase 89% (Sangat Baik).   …”
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