Results 21 to 30 of about 68,735 (262)

Online card games

open access: yesElectronic Journal of Probability, 2022
16 pages; minor comments ...
openaire   +2 more sources

Subjective attitudes moderate the social connectedness in esports gaming during COVID-19 pandemic: A cross-sectional study

open access: yesFrontiers in Public Health, 2023
BackgroundElectronic sports (esports) has become a practical intervention for young people craving social connections since the COVID-19 pandemic. Past studies have shown an equivocal role of esports participation in boosting social ties or social ...
Dan Shan   +9 more
doaj   +1 more source

PSYCHOTHERAPEUTIC TOOLS IN DEALING WITH NEGATIVE PSYCHOEMOTIONAL STATES BY EXAMPLE OF ONLINE GAMES "TETRIS" AND "FARM"

open access: yesКлінічна та профілактична медицина, 2023
Introduction: The war has exacerbated the negative psycho-emotional states of people living in Ukraine and abroad. Right now, there is an urgent need for quality mental health care.
Olga V. Puchyna, Valeriia V. Liulko
doaj   +1 more source

HUBUNGAN ANTARA KECERDASAN EMOSIONAL DENGAN INTENSITAS BERMAIN GAME ONLINE PADA KOMUNITAS GAME INGRESS DI BANDUNG

open access: yesJurnal Empati, 2019
Penelitian bertujuan untuk mengetahui hubungan antara kecerdasan emosional dengan intensitas bermain game online pada komunitas game ingress di Bandung.
Zelin Eka Septia, Endang Sri Indrawati
doaj   +1 more source

Comparisons of Synchronous and Asynchronous Discussions in an Online Roleplaying Simulation to Teach Middle School Written Argumentation Skills

open access: yesOnline Learning, 2022
In this study, different degrees of synchronous and asynchronous online social interactions are investigated in the context of an online educational roleplaying simulation game that is played across multiple classrooms simultaneously to teach ...
Jeremy Riel   +2 more
doaj   +1 more source

The Use of YouTube and Apps by Digital Moms to Support Early Childhood Learning [PDF]

open access: yesAthens Journal of Mass Media and Communications, 2022
This research aims to understand the use of ICT, in this context refers to internet, gadget, including apps and websites by digital moms to support early childhood learning. This is an explorative qualitative research.
Birgitta B. Puspita, Paulus A. Edvra
doaj   +1 more source

Analisis Minat Belajar Siswa dilihat dari Dampak Penggunaan Game Online

open access: yesDawuh Guru, 2023
This study aims to determine interest in learning as a result of using online games. This research is a descriptive qualitative research. The data in this research are; 1) person (people), namely grade VI students of SD 5 Gondangmanis; 2) paper (paper ...
Wahyu Rikha Rofikhatul Ula
doaj   +1 more source

Online Workflow Puzzle [PDF]

open access: yesJournal of Graphic Engineering and Design, 2021
We are presenting an online workflow puzzle, which runs in a browser. The player can put together puzzle pieces to pre-defined production chains. Extensive online help supports the player in laying out the puzzle pieces correctly.
Thomas Hoffman-Walbeck, Richard Adams
doaj   +1 more source

Online games

open access: yes, 2015
When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games.
João Pedro dos Santos Fleck   +2 more
openaire   +3 more sources

HUBUNGAN ANTARA KECANDUAN GAME ONLINE DENGAN KECEMASAN AKADEMIK PADA MAHASISWA PEMAIN GAME ONLINE DI GAME CENTER KECAMATAN BANYUMANIK, KOTA SEMARANG

open access: yesJurnal Empati, 2019
Kecemasan akademik merupakan perasaan tegang dan ketakutan pada sesuatu yang akan terjadi, perasaan tersebut mengganggu dalam pelaksanaan tugas dan aktivitas yang beragam dalam situasi akademik.
Kevin Rahman, Amalia Rahmandani
doaj   +1 more source

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