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41.
  • The effects of competition ... The effects of competition in digital game-based learning (DGBL): a meta-analysis
    Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor Educational technology research and development, 08/2020, Volume: 68, Issue: 4
    Journal Article
    Peer reviewed

    Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which ...
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42.
  • Oase des Glücks Oase des Glücks
    Fink, Eugen 12/2023
    eBook
    Open access

    One of Eugen Fink's most important texts is "Oasis of Happiness. Thoughts on an Ontology of Play". Against the background of the interest in the phenomenon of play in philosophy and the social and ...
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43.
  • Pathological video game use among youths: a two-year longitudinal study
    Gentile, Douglas A; Choo, Hyekyung; Liau, Albert ... Pediatrics (Evanston) 127, Issue: 2
    Journal Article
    Peer reviewed

    We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a ...
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44.
  • Energy Peer-to-Peer Trading... Energy Peer-to-Peer Trading in Virtual Microgrids in Smart Grids: A Game-Theoretic Approach
    Anoh, Kelvin; Maharjan, Sabita; Ikpehai, Augustine ... IEEE transactions on smart grid, 03/2020, Volume: 11, Issue: 2
    Journal Article
    Peer reviewed
    Open access

    Traditionally, energy consumers pay non-commodity charges (e.g., transmission, environmental and network costs) as a major component of their energy bills. With the distributed energy generation, ...
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45.
  • Schedule situations and the... Schedule situations and their cooperative game theoretic representations
    Munich, Léa European journal of operational research, 07/2024, Volume: 316, Issue: 2
    Journal Article
    Peer reviewed
    Open access

    In this paper, we optimize and allocate the costs of a non-rival common-pool resource among several users. In such a so-called schedule situation the players have different demands given by distinct ...
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46.
  • A mixed methods assessment ... A mixed methods assessment of students' flow experiences during a mobile augmented reality science game
    Bressler, D.M.; Bodzin, A.M. Journal of computer assisted learning, December 2013, Volume: 29, Issue: 6
    Journal Article
    Peer reviewed

    Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may ...
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48.
  • Facets of the cone of exact... Facets of the cone of exact games
    Studený, Milan; Kratochvíl, Václav Mathematical methods of operations research (Heidelberg, Germany), 02/2022, Volume: 95, Issue: 1
    Journal Article
    Peer reviewed
    Open access

    The class of exact transferable utility coalitional games, introduced in 1972 by Schmeidler, has been studied both in the context of game theory and in the context of imprecise probabilities. We ...
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49.
  • Game‐based assessment: inve... Game‐based assessment: investigating the impact on test anxiety and exam performance
    Mavridis, A.; Tsiatsos, T. Journal of computer assisted learning, April 2017, 2017-04-00, 20170401, Volume: 33, Issue: 2
    Journal Article
    Peer reviewed

    The aim of this study is to assess the impact of a 3D educational computer game on students' test anxiety and exam performance when used in evaluative situations as compared to the traditional method ...
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50.
  • Predicting students' knowle... Predicting students' knowledge after playing a serious game based on learning analytics data: A case study
    Alonso‐Fernández, Cristina; Martínez‐Ortiz, Iván; Caballero, Rafael ... Journal of computer assisted learning, June 2020, Volume: 36, Issue: 3
    Journal Article
    Peer reviewed

    Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with ...
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