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Found 108 from your keywords: subject="game"
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cover
The Marketing Game ! with Student CD- Rom, Third Edition
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Perreault, William D, JrMason, Charlotte H

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Edition
3rd
ISBN/ISSN
978-0-256-13988-4
Collation
xviii, 140 p.; ill.; 28 cm
Series Title
-
Call Number
381 Mas m
Availability10
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cover
PEMBINAAN TERHADAP PENGAMEN SETELAH MENGALAMI PENERTIBAN (Studi Pada Yayasan …
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Malindawati, Malindawati

Penelitian ini berjudul “Pembinaan Terhadap Pengamen Setelah Mengalami Penertiban (Studi Pada Yayasan Pondok Bina Seni Budaya Palembang)”. Permasalahan yang diambil dalam penelitian ini adalah bagaimana pelaksanaan pembinaan terhadap pengamen setelah mengalami penertiban dan kendala-kendala apa saja yang dihadapi dalam melaksanakan pembinaan terhadap pengamen.Tujuan penelitian ini adalah un…

Edition
-
ISBN/ISSN
-
Collation
xiii, 93 hlm.: Tab.; 29 cm
Series Title
-
Call Number
T51766
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cover
A Course on Cooperative Game Theory
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Chakravarty, Satya RMitra, ManipushpakSarkar, Palash

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Edition
1
ISBN/ISSN
978-1-107-05879-8
Collation
viii, 268 p. ; ill. ; 23 cm
Series Title
-
Call Number
519.3 Cha c
Availability2
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cover
ANALISIS PERSEPSI MASYARAKAT TERHADAP DAMPAK PERKEMBANGAN VIDEO GAME DI KOTA …
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Sakti, Sagitario Bima

Edition
-
ISBN/ISSN
-
Collation
ix, 79 hlm.; tab.; 29 cm.
Series Title
-
Call Number
T438792007

Edition
-
ISBN/ISSN
-
Collation
ix, 79 hlm.; tab.; 29 cm.
Series Title
-
Call Number
T438792007
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cover
KESESUAIAN PEMERIKSAAN MRI DENGAN PENEMUAN INTRA OPERASI PADA SUSPEK PASIEN R…
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Rafansyah, Elkiano

Background: The anterior cruciate ligament (ACL) is an important ligament in the knee joint that is prone to injury, especially during sports activities. Early diagnosis is crucial to prevent knee instability and complications. Magnetic Resonance Imaging (MRI) is commonly used as a non-invasive diagnostic tool, while arthroscopy remains the gold standard for diagnosis. Objective: To determine t…

Edition
-
ISBN/ISSN
-
Collation
xvii, 83 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1871892025
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cover
PENGEMBANGAN GAME-BASED SELF-DIRECTED LEARNING (MONOPOLI NUTRISI) DALAM MENIN…
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Gusvania, Annisa Amelia

Background: The development of medical science, which is closely related to life safety and health benefits, requires students to continuously update their knowledge and engage in lifelong learning. Game-based learning (GBL) presents itself as an innovative learning method that offers active interaction. Modified Monopoly has the potential to improve SDL readiness and is expected to support stu…

Edition
-
ISBN/ISSN
-
Collation
xvii, 160 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1869062025
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cover
ANALISIS PENGGUNAAN EFEK VISUAL PADA PEMROGRAMAN GAME 2D TERHADAP TINGKAT KES…
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Wahyu, Safitra 

2D game is a type of video game that takes place in a two-dimensional environment, which means that it is limited to two main axes, the X-axis and the Y-axis. In 2D games, the graphics and objects in the game are usually displayed in two dimensions without any 3D effects, so they appear flat on the screen. With the gaming industry experiencing rapid development, 2D games remain a popular choice…

Edition
-
ISBN/ISSN
-
Collation
xiii, 95 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1503922024
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cover
IMPLEMENTASI PROCEDURAL CONTENT GENERATION PADA INFINITE RUNNING GAME
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Maylano, Zinedine 

Infinite running game is a game where the player character must run and survive for an unlimited time while avoiding obstacles and achieving the highest score possible. Content in games must always be innovated because it affects the player's contribution in the long term. As a solution to this problem, researchers implemented procedural content generation and genetic algorithms in game develop…

Edition
-
ISBN/ISSN
-
Collation
xviii, 151 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1591362024
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cover
ANALISIS PERILAKU MAHASISWA SEBAGAI PENGGEMAR GAME ONLINE MOBILE LEGENDS: BAN…
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Lintang, Yohanes Leonardo

This study analyzes the behavior of Sriwijaya University students as fans of the game Mobile Legends: Bang Bang (MLBB) using a qualitative phenomenological approach through in- depth interviews, participant observation, and documentation. The results show that students’ involvement in MLBB is not only for entertainment but also serves as a means of forming social identity, enhancing communica…

Edition
-
ISBN/ISSN
-
Collation
v, 87 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1856602025
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cover
APPLICATION OF THE GAME EXPERIENCE QUESTIONNAIRE AND PLAYER EXPERIENCE OF NEE…
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Ibrahim, Zicko Muhammad Alrizki

Nowadays, video games are getting popular due to the rapid growth of technology, especially mobile technology. Video games are now able to be played on mobile devices whether in single or multiplayer mode by using the internet and it's free and available everywhere. Understanding player experience in mobile video games is essential for developers and researchers. This research evaluates player …

Edition
-
ISBN/ISSN
-
Collation
xiv, 58 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1445642024
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cover
EVALUASI USER EXPERIENCE PADA GAME MOBILE LEGENDS: BANG BANG MENGGUNAKAN METO…
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Wijaya, Muhammad Aji

The success of Mobile Legends: Bang Bang as an online game is largely influenced by its user experience. In system development, user experience analysis is essential for enhancing user satisfaction and loyalty. However, despite being downloaded over 500 million times on the Play Store, Mobile Legends has only received a rating of 3.9. In addition to its low rating, the game has also experienced…

Edition
-
ISBN/ISSN
-
Collation
xvi, 86 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1678082025
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cover
PERBANDINGAN ALGORITMA NAÏVE BAYES DAN SUPPORT VECTOR MACHINE DALAM ANALISIS…
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Sari, Putri Ratna

PlayerUnknown's Battlegrounds (PUBG) Mobile merupakan salah satu game mobile paling populer di Indonesia. Di Google Play Store, game ini mendapatkan rating 3,8 dengan 49,5 juta ulasan. Meskipun banyak pengguna merasa puas, terdapat juga kritik tentang gameplay dan fitur. Namun, interpretasi sederhana terhadap ulasan tidak selalu mencerminkan kecenderungan yang akurat, sehingga diperlukan analis…

Edition
-
ISBN/ISSN
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Collation
xv, 75 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1668902025
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cover
ANALISIS PENGARUH ROMANCE SYSTEM DALAM ROLE-PLAYING GAME STUDI KASUS BALDUR…
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Salsabila, Envidia Sakha

The romance system is a feature commonly found in RPG games, allowing players to form romantic relationships with in-game characters. However, the extent and nature of the impact of this system on players remain uncertain, as does its value as an addition to RPG games. Therefore, the researcher selected Baldur's Gate 3, a recently released game in 2023 with a romance system, for this study. Thi…

Edition
-
ISBN/ISSN
-
Collation
xiii, 56 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1643782024
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cover
KEHIDUPAN SOSIAL PENGAMEN ANGKLUNG JALANAN DI LAMPU MERAH WAY HALIM KOTA BAND…
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Pratama, Putra Arominia

The purpose of this research is to find out the socio-economic life and factors that cause angklung buskers to work as angklung buskers at Way Halim Red Light in Bandar Lampung City. By using James S. Coleman's rational choice theory. The method used in this research is descriptive qualitative method Data collection techniques through interviews, non-participant observation, and documentation. …

Edition
-
ISBN/ISSN
-
Collation
xvii, 69 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1404822024
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cover
ANALISIS METODE GAME BASED LEARNING PADA PEMAHAMAN TEKS FIKSI DAN NON FIKSI S…
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Nurdini, Nabilah Aisyah

This study aims to analyze the implementation and effectiveness of the game-based learning method on the understanding of fifth grade elementary school students on fictional and non-fiction text materials. The research method used is qualitative with a descriptive approach. The subjects of the study were fifth grade students at SD Negeri 107 Palembang. Data collection was carried out through ob…

Edition
-
ISBN/ISSN
-
Collation
xiii, 174 hlm., ilus., tab.; 29 cm
Series Title
-
Call Number
T1646042025
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cover
TINGKAT REGULASI EMOSI SISWA YANG TERINDIKASI KECANDUAN GAME ONLINE PADA SISW…
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Apriliana, Feby

Regulasi emosi yaitu suatu strategi yang mencakup pikiran yang disadari dan tidak disadari untuk mengkontrol dan menyesuaikan emosi yang muncul pada tingkat intensitas yang tepat untuk mencapai aspek-aspek emosi yang meliputi kemampuan monitor emosi, kemampuan mengevaluasi emosi, dan kemampuan memodifikasi emosi. Penelitian ini bertujuan untuk mengetahui tingkat Regulasi emosi siswa yang terind…

Edition
-
ISBN/ISSN
-
Collation
xv, 66 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1427972024
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cover
brain game untuk balita
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Syamsuddin, HaeriahRahmat, Aref

Edition
-
ISBN/ISSN
978-979-911-449-5
Collation
x, 190 hlm. ; 15 x 23 cm
Series Title
-
Call Number
610 Sya b

Edition
-
ISBN/ISSN
978-979-911-449-5
Collation
x, 190 hlm. ; 15 x 23 cm
Series Title
-
Call Number
610 Sya b
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cover
Virtual and Augmented Reality, Simulation and Serious Games for Education
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Cai, YiyuJoolingen, Wouter vanVeermans, Koen

This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake …

Edition
1
ISBN/ISSN
978-981-16-1361-6
Collation
vi, 188p.:Ill
Series Title
Gaming Media and Social Effects
Call Number
371.334 467 8 Vir
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cover
STUDENTS’ PERCEPTION TOWARD THE USE OF VIDEO GAMES ON ENGLISH VOCABULARY AC…
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Yusuf, Andra Maulana

This thesis investigates the perceptions of 26 seventh-grade students at SMP Srijaya Negara regarding the use of video games as a tool for acquiring English vocabulary during the academic year 2022/2023. This research used mixed-methods design with an explanatory sequential approach. The study utilizes questionnaires, interviews, and vocabulary tests as instruments. The findings reveal a positi…

Edition
-
ISBN/ISSN
-
Collation
xii, 72 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1311032023
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cover
the magic numbers of the professor
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O’Shea, OwenDudley, Underwood

Edition
-
ISBN/ISSN
978-0-88385-557-7
Collation
xi, 167 p.; 23 cm.
Series Title
-
Call Number
795.3 Osh m

Edition
-
ISBN/ISSN
978-0-88385-557-7
Collation
xi, 167 p.; 23 cm.
Series Title
-
Call Number
795.3 Osh m
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cover
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKATIF BERBASIS WORDWALL UNTUK MATERI …
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Rendikha, Yoga

This study aims to develop a wordwall-based educational game learning media for grade IV plane figure material at SD Negeri 02 Pagar Alam, and also aims to determine the validity and responses of students to the attractiveness of learning media. The type of research used is Research and development (R&D) with the ADDIE development model up to the development stage. The study validated media exp…

Edition
-
ISBN/ISSN
-
Collation
xi, 94 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T763122021
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cover
THE RISE OF ROBLOX AND OPPORTUNITIES FOR ENGLISH LEARNING : A CASE STUDY OF T…
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Afisyah, Siti Oktarina

An era where technology has developed rapidly has undoubtedly made today's generation a tech-savvy generation. Advanced technology development also affects several aspects of life, such as literacy. Literacy is an individual's ability to read and absorb various information in daily life. In a much more advanced era, Digital Game is an interactive media that can also be a bridge to individual li…

Edition
-
ISBN/ISSN
-
Collation
xiv, 69 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T923362023
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cover
PUSAT PELATIHAN E-GAME CENTER DI KOTA PALEMBANG.
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Zaki, Imam

E-Sport training in creating reliable and competitive players in professional video games in Palembang City. This training also covers various aspects, including time management, technical training, tactical analysis, and physical and mental health. The existence of this development can attract interested people around the city of Palembang to practice and train their gaming skills so they can …

Edition
-
ISBN/ISSN
-
Collation
xii, 61 hlm.; Ilus.; 29 cm
Series Title
-
Call Number
T1319152023
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cover
HUBUNGAN KECANDUAN GAME ONLINE TERHADAP KEHIDUPAN SOSIAL REMAJA
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Wati, Dewi Rahma

Perubahan dan perkembangan teknologi semakin hari semakin meningkat. Perkembangan teknologi ini tentunya menimbulkan berbagai macam dampak di lingkungan sehari-hari. Dengan bermain game online secara berlebihan maka anda akan mengalami kecanduan game online yang akan berdampak pada kehidupan sosial. Penelitian ini bertujuan untuk untuk mengetahui hubungan antara kecanduan game online dengan keh…

Edition
-
ISBN/ISSN
-
Collation
xvi, 69 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1060652023
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cover
EVALUASI USER EXPERIENCE PADA GAME MOBILE LEGEND MENGGUNAKAN METODE GAME EXPE…
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Wijaya, M. Reza Pandu

The success of Mobile Legend Bang Bang as a popular esport game today cannot be separated from the user experience factor. User experience is the interaction between users and the products or systems they use. In developing a system, an analysis of user experience is needed which is used to increase user satisfaction and user loyalty. The user experience in playing video games is called the pla…

Edition
-
ISBN/ISSN
-
Collation
xiii, 33 hlm.; Ilus.; 29 cm
Series Title
-
Call Number
T873582022
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cover
PENERAPAN PATHFINDING PADA NPC MENGGUNAKAN ALGORITMA A* KE DALAM APLIKASI GAM…
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Arnoldi, Nigel

The development of games that are increasingly developed with the latest technologies is an interesting topic to observe. Games become interesting when something unique appears. In this study, the pathfinding method is applied using the A* Algorithm to a platformer game application. The tests carried out in this study were testing the length of time for the Non-Player Character (NPC) to find th…

Edition
-
ISBN/ISSN
-
Collation
xv, 109 hlm.; Ilus.; 29 cm
Series Title
-
Call Number
T1041062023
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cover
EVALUASI USER EXPERIENCE TERHADAP GAME POINT BLANK MENGGUNAKAN METODE ENHANCE…
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Prawira, Gilang

One of the most popular video games is First Person Shooter (FPS), which includes Point Blank. Point Blank is a classic example of the first-person shooter genre. Point Blank is similar in gameplay but differs in minor details. Users of the Point Blank game started to drop over time. As a result, a user experience evaluation is carried out using the Enhanced Cognitive Walkthrough (ECW) method t…

Edition
-
ISBN/ISSN
-
Collation
xiii, 29 hlm.; Ilus.; 29 cm
Series Title
-
Call Number
T866232022
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cover
EVALUASI PENGALAMAN PENGGUNA ROLE PLAYING GAME (RPG) DENGAN MENGGUNAKAN METOD…
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Listi, Tasya Permata 

Game Genshin Impact yang resmi liris pada September 2020 kemarin. Game garapan Mihoyo ini bergenre Role Playing Game yang juga dikombinasikan dengan Action dan Open world. Dengan alur cerita yang menarik, pada awal perilisannya game ini berhasil meraih penghargaan Best Innovative Game, Users, dan best game of 2020. Sekarang ini industry game sedang berlomba lomba dalam meningkatkan user experie…

Edition
-
ISBN/ISSN
-
Collation
xiii, 46 hlm.; 29 cm
Series Title
-
Call Number
T1295712023
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cover
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME INTERAKTIF BERBASIS PLATFORM WO…
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Manurung, Naomi Yuni Herlina

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis game interaktif dengan menggunakan platform wordwall.net pada tema 5 pahlawanku dengan mata pelajaran Pendidikan Kewarganegaraan di SD Negeri 01 Palembang Serta untuk mengetahui Kevalidan dan kemenarikan media pembelajaran game interaktif. Jenis penelitian yang digunkan adalah Research and Development (RnD). Prosedur penel…

Edition
-
ISBN/ISSN
-
Collation
xiv, 143 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T881282022
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cover
Researching Virtual Play Experiences
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Bailey, Chris

This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as ‘rhizomic ethnography’. This ‘hybrid’ text uses both words and images to describe the fi…

Edition
1
ISBN/ISSN
978-3-030-78694-6
Collation
xix, 382p.:Ill
Series Title
Digital Education and Learning
Call Number
649.55 Bai r
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