Results 41 to 50 of about 522,424 (297)

The Effect of Using Educational Games as a Tool in Teaching English Vocabulary to Arab Young Children: A Quasi-Experimental Study in a Kindergarten School in Saudi Arabia

open access: yesSAGE Open, 2022
Vocabulary is an essential element of English language learning. There are many strategies, which teachers can use in teaching vocabulary, especially to young learners.
Alaa Mamoun Saleh   +1 more
doaj   +1 more source

The effects of mental games on third graders’ reading comprehension skills in Turkish classes

open access: yesSouth African Journal of Education, 2022
With the study reported on here we set about to reveal the effects of mental games on third graders’ reading comprehension skills in Turkish classes. The study group comprised 71 students, 35 of whom were included in the experimental group, and 36 in the
Yasemin Erdem, Bilge Gök
doaj   +1 more source

Loss-Avoidance and Forward Induction in Experimental Coordination Games [PDF]

open access: yes, 1995
We report experiments on how players select among multiple Pareto-ranked equilibria in a coordination game. Subjects initially choose inefficient equilibria.
Cachon, Gérard P., Camerer, Colin F.
core   +2 more sources

The Effect of Interactive Board Games (IBG) on Vocabulary Achievement

open access: yesLangkawi: Journal of The Association for Arabic and English, 2019
Vocabulary Achievement is an element of learning the language which may assist students in understanding the language through basic English skills. Interactive Board Games are board games that use multimedia system (PowerPoint) teaching technique.
Endang Sulistianingsih   +2 more
doaj   +1 more source

Effectiveness of Games in Software Project Management Education: An Experimental Study [PDF]

open access: yesJournal of Universal Computer Science, 2019
Software Project Management (SPM) is considered important to ensure that software projects are delivered with success, with respect to project scope, time, cost and quality requirements. However, teaching SPM remains a challenging issue. In this context,
Giani Petri   +3 more
doaj   +3 more sources

Ten possible experiments on communication and deception [PDF]

open access: yes, 2013
I describe ten situations in which experimental data may provide useful guidance to the study of cheap-talk games. Journal of Economic Literature Classification Numbers: C92, D8.
Sobel, J
core   +1 more source

EFFECTIVENESS ABOUT TECHNIQUES OF PUZZLE GAMES IN UNDERSTANDING THE CONCEPT WHEN LEARNING SOCIAL SCIENE AT JUNIOR HIGH SCHOOL OF 40 BANDUNG (Quasi Experimental Study at Junior High School of 40 Bandung)

open access: yesInternational Journal Pedagogy of Social Studies, 2018
-The present study was motivated by the author’s eagerness to investigate the effectiveness about  techniques of puzzle games in understanding the concept when learning social sciene at Junior High School of 40 Bandung. This research was aimed to explain
Yosefin Candra Erladini
doaj   +1 more source

The effect of a dynamic program on developing some cognitive-motor abilities for second grade primary school Students

open access: yesالرياضة المعاصرة, 2021
  Research objectives are: - Preparing the kinetic games program to develop some cognitive-kinetic abilities for second grade primary students. - recognize the effect of using the Kinetic Games program in developing some cognitive abilities - the ...
M. Dunia Ali Abdulhassan
doaj   +1 more source

Steering is an essential feature of non-locality in quantum theory [PDF]

open access: yes, 2018
A physical theory is called non-local when observers can produce instantaneous effects over distant systems. Non-local theories rely on two fundamental effects: local uncertainty relations and steering of physical states at a distance.
Bourennane, Mohamed   +6 more
core   +3 more sources

Learning in experimental games [PDF]

open access: yesGames and Economic Behavior, 2012
In this paper, we introduce two new learning models: action-sampling learning and impulse-matching learning. These two models, together with the models of self-tuning EWA and reinforcement learning, are applied to 12 different 2 X 2 games and their results are compared with the results from experimental data.
Chmura, T, Goerg, SJ, Selten, R
openaire   +1 more source

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