يعرض 1 - 10 نتائج من 4,827 نتيجة بحث عن '"WORD games"', وقت الاستعلام: 0.70s تنقيح النتائج
  1. 1
    مؤتمر

    المؤلفون: Anderson, Jodie1 (AUTHOR) jodie.anderson074@gmail.com, Tarigan, Jos Timanta1 (AUTHOR) jostarigan@usu.ac.id, Sharif, Amer1 (AUTHOR) amer.sharif@usu.ac.id

    المصدر: AIP Conference Proceedings. 2024, Vol. 2987 Issue 1, p1-9. 9p.

    مستخلص: In this paper, we developed a typing learning game in Indonesian language that can be used to improve its user typing skill. To improve its efficiency, the displayed words are selected using a string-matching algorithm based the performance of the user as the parameters. The main purpose of the algorithm is if the player failed to enter the correct letter in the previous entry, the next would be the one that has similar letter from the previous entry. To perform this task, we chose Damerau-Levenshtein distance and cosine similarity algorithms. The Damerau-Levenshtein distance measures strings similarity by calculating the number of changes required to convert one word into another. Meanwhile, cosine similarity measures strings similarity by calculating the cosine value created from two vectors that representing the words. This system is built using the Unity game engine. There are four scenarios in the selection of displayed words. From each scenario, the word selection test was conducted six times and every scenario could work well. From the test results, the average processing time of the first scenario is 2.762636 ms, the second scenario is 2.95035 ms, the third scenario is 2.8332075 ms, and the fourth scenario is 3.076871 ms. [ABSTRACT FROM AUTHOR]

  2. 2
    دورية أكاديمية

    المؤلفون: Rendsburg, Gary A.1

    المصدر: Textual Cultures: Text, Contexts, Interpretation (Society for Textual Scholarship). Fall2023, Vol. 16 Issue 2, p275-282. 7p.

    مستخلص: The article calls attention to an ancient Ugaritic bilingual word game, written c. 1300 b.c.e., in which the correct response requires rearranging the given letters to create a sensible word or name. But since the word/name is actually in Hurrian, a second step is necessary, namely, to render the Hurrian into its Ugaritic equivalency. So while not quite the original Wordle, this short ancient text reminds us of the enduring allure of word games in literate cultures. [ABSTRACT FROM AUTHOR]

  3. 3
    دورية أكاديمية

    المصدر: Quarterly Journal of Experimental Psychology; Jul2024, Vol. 77 Issue 7, p1462-1484, 23p

    مستخلص: Occasionally, problems are solved with a sudden Aha! moment (insight), while the mundane approach to solving problems is analytical (non-insight). At first glance, non-insight appears to depend on the availability and taxation of cognitive resources to execute the step-by-step approach, whereas insight does not, or to a lesser extent. However, this remains debated. To investigate the reliance of both solution types on cognitive resources, we assessed the involvement of the prefrontal cortex using vagally mediated heart rate variability (vmHRV) as an index. Participants (N = 68) solved 70 compound remote associates word puzzles solvable with insight and non-insight. Before, during, and after solving the word puzzles, we measured the vmHRV. Our results showed that resting-state vmHRV (trait) showed a negative association with behavioural performance for both solution types. This might reflect inter-individual differences in inhibitory control. As the solution search requires one to think of remote associations, inhibitory control might hamper rather than aid this process. Furthermore, we observed, for both solution types, a vmHRV increase from resting-state to solution search (state), lingering on in the post-task recovery period. This could mark the increase of prefrontal resources to promote an open-minded stance, essential for divergent thinking, which arguably is crucial for this task. Our findings suggest that, at a general level, both solution types share common aspects. However, a closer analysis of early and late solutions and puzzle difficulty suggested that metacognitive differentiation between insight and non-insight improved with higher trait vmHRV, and that a unique association between trait vmHRV and puzzle difficulty was present for each solution type. [ABSTRACT FROM AUTHOR]

    : Copyright of Quarterly Journal of Experimental Psychology is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

  4. 4
    دورية أكاديمية

    المصدر: Advances in Physiology Education; Jun2024, Vol. 48 Issue 2, p260-269, 10p

    مستخلص: The multidisciplinary nature of physiology requires students to acquire, retain, apply, and evaluate knowledge from different scientific disciplines. Optimal learning techniques, such as active learning, interleaving topics and conditions, and recall, can greatly enhance the speed and effectiveness with which students achieve this type of higher-order thinking. However, developing and implementing optimal learning techniques in the classroom can be both time-intensive and challenging for the instructor. In addition, students may be resistant or slow to accept novel learning processes. One way to potentially introduce these learning techniques in a fun and engaging way is through educational gaming, or using a game or game elements intentionally to support learning. In this article we present an easy-to-implement adaptation of the Codenames board game for the physiology classroom. The activity requires minimal preparation while addressing high-level learning outcomes. Postintervention surveys of students were collected in three different health-related academic programs, both graduate and undergraduate, at two different institutions. Results suggest that participating in the activity both actively engaged the students and pushed them toward high-level, integrative thinking regardless of class level. NEW & NOTEWORTHY: An easy-to-implement word game (Codenames) was used to engage students in higher-level Bloom's thinking about physiology. The gameplay required students to recall, apply, evaluate, and debate as they developed and guessed clues as part of the game. Students found the activity fun, engaging, and challenging. The activity is relatively easy to implement both online and in person, requiring at minimum a simple list of vocabulary terms. [ABSTRACT FROM AUTHOR]

    : Copyright of Advances in Physiology Education is the property of American Physiological Society and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

  5. 5
    دورية

    المؤلفون: Griffith, Michael

    المصدر: Southern Review. Autumn2023, Vol. 59 Issue 4, p534-538. 5p.

    مصطلحات موضوعية: *BOARD games, *WORD games, *PUZZLES, *RHYMING games, *MONOSYLLABLES

    مستخلص: The article informs it introduces a word game called "Hink Pinks" and provides a collection of these rhyming word puzzles, varying in difficulty. Topic discussed include where you have to find the rhyming words that fit the given clues. The puzzles involve rhyming pairs of monosyllabic or disyllabic words.

  6. 6
    دورية

    المؤلفون: Hoekstra, Kyle

    المصدر: PC Gamer (US Edition); Jul2024, Issue 384, p40-49, 10p, 32 Cartoon or Caricatures

    مصطلحات موضوعية: TOURNAMENTS, WAR games, WORD games

    مستخلص: The article discusses the impact of the game Unreal Tournament 2004 (UT2004) on the gaming industry. Released 20 years ago, UT2004 was a highly acclaimed first-person shooter game that allowed for modding. Some of these mods, like Rocket League, became standalone games. UT2004 introduced new vehicles and maps to the franchise and had a significant influence on the development of other games, such as Gears of War. However, the future of the Unreal franchise is uncertain. [Extracted from the article]

    : Copyright of PC Gamer (US Edition) is the property of Future Publishing Ltd. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

  7. 7
    دورية

    المؤلفون: Lieberman, Alicea

    المصدر: Harvard Business Review Digital Articles; 6/5/2024, p1-7, 7p

    مصطلحات موضوعية: BUSINESS schools, WORKING hours, BEHAVIORAL research, WORD games

    مستخلص: This article discusses why people often choose to persist in unpleasant tasks instead of switching to more enjoyable alternatives that would achieve the same goal. The research suggests that people tend to overuse a solution once they have learned it, blocking other approaches from being considered. The article also explores the concept of entrenchment, where the more frequently or recently someone has done a task, the more difficult it feels to switch to a different task they enjoy more. Strategies to prevent entrenchment include reducing repetition, dividing attention, and switching between different tasks. The article suggests that individuals, managers, and organizations can design routines and use tools to avoid entrenchment and improve productivity and well-being. [Extracted from the article]

    : Copyright 2024 Harvard Business Publishing. All Rights Reserved. Additional restrictions may apply including the use of this content as assigned course material. Please consult your institution's librarian about any restrictions that might apply under the license with your institution. For more information and teaching resources from Harvard Business Publishing including Harvard Business School Cases, eLearning products, and business simulations please visit hbsp.harvard.edu. (Copyright applies to all Abstracts.)

  8. 8
    دورية

    المؤلفون: Holder, Matt

    المصدر: Linux Format; May2024, Issue 314, p90-93, 4p, 6 Color Photographs

    مستخلص: This article from Linux Format explores how to use Python to solve word puzzles, specifically focusing on the word round of the game show Countdown. The program created in Python can generate random sets of letters or use letters entered by the user. It can then find words from those letters and display them on the screen or write them to a file. The article provides code examples and explanations of the different functions used in the program. The text also mentions that the program can be run through a command-line interface or a graphical user interface, and it can be accessed through an API. [Extracted from the article]

    : Copyright of Linux Format is the property of Future Publishing Ltd. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

  9. 9
    دورية أكاديمية

    المؤلفون: Naidu, Jaideep T.1

    المصدر: Business Education Innovation Journal. Jun2022, Vol. 14 Issue 1, p11-17. 7p.

    مستخلص: Teaching Operations Analytics in business schools requires a review of basic algebra. We spend the first week of the semester to review algebra (or Linear Algebra fundamentals for the School of Engineering). Our classroom experience has been very positive when we reviewed such basics using simple word puzzles. One such word puzzle is a problem related to Nickels, Dimes, and Quarters - available on the internet in a variety of forms. It is a simple puzzle, but we make it interesting by going beyond the algebra. We explore the Data Analytics concepts by showing how each additional piece of information (or data) adds value and improves our analysis of the problem. Furthermore, we encourage the student to make logical deductions of possible solutions when we have only partial information available. The students perceive this as fun activity and enjoy the solution process. The student involvement and motivation continue to be high when we discuss topics such as Linear Programming. [ABSTRACT FROM AUTHOR]

    : Copyright of Business Education Innovation Journal is the property of Elm Street Press and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

  10. 10
    دورية أكاديمية

    المصدر: Psychology & Education: A Multidisciplinary Journal; 2024, Vol. 17 Issue 2, p180-189, 10p

    مستخلص: This study aimed to improve the language and comprehension abilities of Grade IV students at Iligan City Central School in the academic year 2022-2023. Using vocabulary skills tests in the Comparative and Word Game Groups, the study determined how this method aided pretest-posttest performances. The substantial difference between the pretest and posttest performances of the participants in the Comparative and Word Game Groups. After the pretest, the comparison group received conventional instruction. For the word game group's intervention, the researcher created a vocabulary word game. Like a board game of snakes and ladders, the students played the word game. Then, after they played the game, they had to consolidate the words that they had learned and reported them to the class. After all the interventions in both the comparative group and word game group, the post-test was given. The pretest and post-test were composed of context clues with definition and exemplification questions. Learners had to look for the answer in the given choices. An adopted questionnaire was used in conjunction with the quasi-experimental study approach to collect data. To determine whether there was a significant difference in the participants' reading abilities on the pretest and on the posttest for the two groups, frequency and percentage, independent t-test, and paired t-test were used. The results of the study showed that word games helped learners become better at understanding language. Important results were drawn, including the fact that word games changed the learning environment and inspired the students to improve their vocabulary and comprehension abilities. [ABSTRACT FROM AUTHOR]

    : Copyright of Psychology & Education: A Multidisciplinary Journal is the property of SciMatic Inc., Adnan Menderes Technocity and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)