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The Use of Serious Games for Learning Cardiopulmonary Resuscitation Procedures: A Systematic Mapping of the Literature [chapter]

Ingrid Nery Mendes, Maicon de Araújo Nogueira, Filipe Valente Mendes, Otavio Noura Teixeira, Viviane Almeida dos Santos
2022 Computer Game Development [Working Title]  
areas: basic life support, cardiopulmonary resuscitation, serious games, and games for healthcare.  ...  It was also possible to show that serious games can be very effective in teaching CPR.  ...  The Use of Serious Games for Learning Cardiopulmonary Resuscitation Procedures: A Systematic… DOI: http://dx.doi.org/10.5772/intechopen.102399  ... 
doi:10.5772/intechopen.102399 fatcat:qlbevbp4qjfinf4ozxkrvjvf4a

The important factors in teaching grammar to beginner level students

F Allamuratova
2022 Ренессанс в парадигме новаций образования и технологий в XXI веке  
Unfortunately, course books do not provide with detailed grammar knowledge. More practice will be essential in the classroom, using group work and pair work.  ...  Very occasionally we do play real games in the classroom, (at the of the course, for example, or as a break from concentrated work); but to call something a game when our goal is in fact serious learning  ... 
doi:10.47689/innovations-in-edu-vol-iss1-pp188-189 fatcat:zcxszws3krdzdnhvo6obj5cidq

The advantages of communicative methods of teaching foreign languages

Z Baratova
2022 Zamonaviy lingvistik tadqiqotlar: xorijiy tajribalar, istiqbolli izlanishlar va tillarni o'qitishning innovatsion usullari  
The article provides a detailed and clear analysis of modern innovations, new information and pedagogical technologies, games, as well as ways to use them to increase the effectiveness of classes and the  ...  This game works well with any age group, just adapt it to fit the age you're working with.  ...  Word Jumble Race This is a great game to encourage team work and bring a sense of competition to the classroom.  ... 
doi:10.47689/linguistic-research-vol-iss1-pp252-254 fatcat:ets2hj22pngwxci3gwg6b2kyfi

Using communicative approach in the learning process

N Jumamuratova
2022 Ренессанс в парадигме новаций образования и технологий в XXI веке  
The purpose of the communicative approach is to teach how to use the studied foreign language as a means of constructive communication, depending on the goals and objectives of communication, participants  ...  Substitution exercises, creative exercises, project work, model tasks, role-playing games, mini-dialogues (work in pairs), exercises to transform one form into another can be used.  ...  The proposed tasks are designed for communicative activities that allow to work out the "fluency" of the use of structures.  ... 
doi:10.47689/innovations-in-edu-vol-iss1-pp175-176 fatcat:go42ibtomvgcjbpw5qtvk6vq3i

Innovative ways of teaching research for students

G Seytniyazova, Sh Nizamiddinova
2022 Ренессанс в парадигме новаций образования и технологий в XXI веке  
A brief background and discussion of the research process is being presented followed by how and why innovative ways are important for doing a research work.  ...  Unfortunately, course books do not provide with detailed grammar knowledge. More practice will be essential in the classroom, using group work and pair work.  ...  So, majority of the pupils could not do the tasks as they only used to doing the exercises only by learning the rules by heart.  ... 
doi:10.47689/innovations-in-edu-vol-iss1-pp189-191 fatcat:fhzlqsp2nreodfda4loh6v3u54

Chet tili darslarida video materiallardan foydalanish usullari

I Dehqonov, F Abdullayeva
2022 Ренессанс в парадигме новаций образования и технологий в XXI веке  
Very occasionally we do play real games in the classroom, (at the of the course, for example, or as a break from concentrated work); but to call something a game when our goal is in fact serious learning  ...  Some years ago, I wrote an article, starts his speech Penny Ur (1986), which began with words: -I am not, in principle, in favor of the use of games in language teaching‖.  ... 
doi:10.47689/innovations-in-edu-vol-iss1-pp186-188 fatcat:c34piz7rgjd5fe2oobivhewm7m

Can Brain Training Train Your Brain? Using the Scientific Method to Get the Answer

Celia Goffin, Daniel Ansari
2018 Frontiers for Young Minds  
DO WE HAVE ENOUGH EVIDENCE TO KNOW THAT BRAIN-TRAINING GAMES WORK?  ...  Even in the brain-training game studies that have a control group, many do not use a good control group.  ...  What is different about these children's brains and why do some people find numbers really scary, while others love to use them?  ... 
doi:10.3389/frym.2018.00026 fatcat:nnry55dxmngirbya6f7b74h43a

The Use of Board Games as Learning Media of Project Time Management

Aaron Steven Falim, Jasson Prestiliano
2018 Journal of Nonformal Education  
This study used a mixed research approach by collecting data from the 30 college students and three companies working in game industry.  ...  By using a board game as media of time management learning, people who played the board game can learn while experiencing some fun in playing.  ...  their tasks and when have time to rest and which work to do first.  ... 
doi:10.15294/jne.v4i1.13575 doaj:a62318f93a584b9e8409d71802adb7f6 fatcat:daxqho5ltjcv7mfqnuwca3b4be

AI Game-Playing Techniques

Dana S. Nau
1999 The AI Magazine  
Here are some of the panelists' responses: The game-playing problems were what originally caught the researchers' imagination and inspired them to do the work in the first place.  ...  out of AI game-playing research have little to do with the minimax search algorithms traditionally associated with AI game playing.  ... 
doi:10.1609/aimag.v20i1.1444 dblp:journals/aim/Nau99 fatcat:orxg3eewxvd7jojspbq3x5pztu

PUBLIC SPEECH: LISTENING TO WOMEN IN THE VIDEOGAME INDUSTRY

Suzanne De Castell, Karen Skardzius
2020 Selected Papers of Internet Research, SPIR  
" aids us in understanding what might remain unspoken, and why.  ...  Since the 1990s, conversations about the dearth of women working in the video game industry have centered on three topics: 1) ways to draw more women into the field, 2) the experiences of women working  ...  Analyzing uses of the words 'love' and 'passion' as rhetorical devices that express "positivity", for example, the question we pose is about what kind of work these invocations of love and passion do in  ... 
doi:10.5210/spir.v2018i0.10478 fatcat:fu2tg3yfzvgkhhup7moxtvawm4

AI Researchers, Video Games Are Your Friends! [chapter]

Julian Togelius
2016 Studies in Computational Intelligence  
If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do.  ...  It then asks the question "what can AI do for video games", and lays out a vision for what video games might look like if we had significantly more advanced AI at our disposal.  ...  While most of them work on ways of using known AI algorithms to solve new or existing problems, some work on the overarching problem of artificial general intelligence. I do both.  ... 
doi:10.1007/978-3-319-48506-5_1 fatcat:zpv2fuhu65aexe2fhukhjzxi7m

Teaching students English idioms through a memory game

Jocelyn Ting, Saki Miura
2021 Ludic Language Pedagogy  
We recommend and welcome teachers and students all over the world to use the materials we created.  ...  Students: let's learn English idioms with match memory games online during COVID-19. Teachers: let's teach students English idioms through a match memory game online .  ...  Acknowledgements To the students, thank you for participating in the pretest of the game. Your feedback was so precious. To Prof. deHaan, thank you for helping our project a lot.  ... 
doi:10.55853/llp_v3pg3 fatcat:pzxo5eqogfgolmxkdoc2n42cbe

Barriers to the Use of Serious Computer Games in the Practical Work with Children with Educational Difficulties

Margarita Stankova, Daniela Tuparova, Georgi Tuparov, Polina Mihova
2021 TEM Journal  
The study showed positive attitudes towards the use of ECGs in working with children with SEN and the need for developing high-quality games that match current practice of professionals.  ...  The professionals with extensive working experience of 16-20 years and 21+ indicated the lack of time for games as a significant barrier.  ...  Acknowledgements This study was supported by a grant from the Bulgarian National Scientific Fund -Contract N DN-05/10, 2016, "Pedagogical and Technological Issues of Educational Computer Games" and the  ... 
doi:10.18421/tem103-22 fatcat:ogizr7ci4vbd3m2g3343w3fjwq

sj-pdf-1-dhj-10.1177_20552076211019900 - Supplemental material for Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity

Joshua Simmich, Allison Mandrusiak, Trevor Russell, Stuart Smith, Nicole Hartley
2021 Figshare  
Supplemental material, sj-pdf-1-dhj-10.1177_20552076211019900 for Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity by Joshua Simmich  ...  If not familiar -how willing do you think you'd be to use a video game or mobile game that required you to do physical activity or to exercise? c.  ...  Can you think of anything that works well to motivate you to do physical activities? What motivators have you found to not work well?" What aspects of technology do you find difficult? 10.  ... 
doi:10.25384/sage.14703766.v1 fatcat:aftf3jzn3rgihn772y723rtxie

Game Scholar: Do we need a reference database for video game research?

Gary Geisler, Paul Stenis, Jesse Martinez, Allison King
2009 Proceedings of the American Society for Information Science and Technology  
The Game Scholar prototype and research study are aimed at understanding whether there is in fact a need for such a resource and if so, what information would be most useful to include in the resource.  ...  Given the growing influence of video games and the likelihood that video games will be the focus of an increasing amount of criticism and research, we suggest that a comprehensive information resource  ...  Notes 1 For example, a growing list of relevant LIS-oriented blogs includes "Game On: Games in Libraries" <http:// libgaming.blogspot.com/> and "Library Games" <http://librarygames.blogspot.com/>, and  ... 
doi:10.1002/meet.2008.1450450383 fatcat:fh7ltbvbfzcnlb5lbjmqctrkke
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