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Found 108 from your keywords: subject="game"
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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cover
PERILAKU AGRESIF PADA SISWA PENGGUNA GAME MOBILE LEGENDS : BANG BANG DI SMA N…
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Aditiya, Pramudya Ananda Rizky Arsyada

Mobile legends online game: bang bang is a game that makes it easy for users to interact with each other while playing the game. But often the interactions that occur in this game actually show a tendency to aggressive behavior. This can carry over to the daily lives of its users. This study aims to determine the tendency of aggressive behavior among users of the mobile legends game: bang bang …

Edition
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ISBN/ISSN
-
Collation
xiii, 53 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T950612023
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cover
Learning Through Simulations
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Angelini, M. Laura

This book is written for teacher educators who are looking for strategies to teach a foreign or second language in a more meaningful way whilst applying active methodologies to develop critical thinking skills. The book is designed to guide the readers through a series of simulations that provide challenging learning opportunities, similar to the ones experienced in real life, whereby each simu…

Edition
1
ISBN/ISSN
978-3-030-65540-2
Collation
xvi, 620p.:Ill
Series Title
SpringerBriefs in Education
Call Number
371.397 Ang l
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cover
Non-Additive Measures: Theory and Applications
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Torra, VicencNarukawa, YasuoSugeno, Michio

This book provides a comprehensive and timely report in the area of non-additive measures and integrals. It is based on a panel session on fuzzy measures, fuzzy integrals and aggregation operators held during the 9th International Conference on Modeling Decisions for Artificial Intelligence (MDAI 2012) in Girona, Spain, November 21-23, 2012. The book complements the MDAI 2012 proceedings book, …

Edition
1
ISBN/ISSN
978-3-319-03155-2
Collation
x, 201p.: Ill.
Series Title
Studies in Fuzziness and Soft Computing
Call Number
515.42 Non
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cover
REKOMENDASI GAME TERBAIK BERDASARKAN USIA DI APLIKASI PLAYSTORE MENGGUNAKAN M…
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Yusmar, M. Reza Farhan

Game is a game played by children and adults, but the game is played not according to age type. therefore, the best game recommendations based on age are made in the playstore application. This research aims to build a Decision Support System (SPK) to select these games based on ages 3+, 7+ and 12+. The data used for each age is 70 game data. In this study using the Additive Rasio Assessment (A…

Edition
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ISBN/ISSN
-
Collation
xv, 74 hlm.; Ilus.; 29 cm
Series Title
-
Call Number
T1196422023
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cover
PENGAMBILAN KEPUTUSAN NPC PADA GAME MATH ATTACK MENGGUNAKAN METODE MONTE CARL…
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Barlian, Axel

Turn-Based Strategy (TBS) Game is a game that is played in turns with an opponent. Non-Player Character (NPC) is an opponent that the player will face in a TBS game. NPC is a character that is controlled by the system with rules that are set by the system. This makes it easy for players to predict the NPC’s actions. To overcome this problem, this research will apply the Monte Carlo Tree Seatc…

Edition
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ISBN/ISSN
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Collation
xiv, 86 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1280272023
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cover
IMPLEMENTASI ALGORITMA JUMP POINT SEARCH DALAM PENCARIAN RUTE TERCEPAT PADA G…
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Putri, Aulia Mabbruka

The developed game is an adventure game set in a labyrinth. This game features NPCs as enemies that will capture the character during gameplay. In order to achieve this effectively, the algorithm that will be employed is the jump point search algorithm, enabling NPCs to find the fastest path to the character.The testing conducted in this research includes evaluating the number of visited nodes …

Edition
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ISBN/ISSN
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Collation
xv, 64 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1281122023
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cover
IMPLEMENTASI ALGORITMA FISHER-YATES UNTUK PENGACAKAN JAWABAN PADA PERMAINAN "…
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Fadhillah, Shabrina Putri

There are many ways to memorize the Quran, and one of them is by utilizing technology. Educational games are a technology that combines knowledge and fun. Games themselves are engaging because they can generate different possibilities, one of which is by introducing randomness into the game. Educational games can be used as a means to memorize the Quran, such as creating a game called "Sambung …

Edition
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ISBN/ISSN
-
Collation
xv, 137 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1246352023
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cover
MPLEMENTASI MARKOV MODEL PADA PERUBAHAN STATE NPC DALAM GAME RPG "THE DUNGEON"
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Perdana, Jutaris Agung

Nowadays, technology is undergoing a tremendous development. One of the developments is the forming of one of the form of technology development called games. In games theres a component called NPC that can move itself that happens in several step or states. In general NPC state changes commonly use FSM (Finite State Machine) method. Theres another method like markov method that usually used to…

Edition
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ISBN/ISSN
-
Collation
xx, 99 hlm.; Ilus.; 29 cm
Series Title
-
Call Number
T1034542023
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cover
Game-based Learning Across the Disciplines
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Ifenthaler, DirkAprea, Carmela

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and terti…

Edition
1
ISBN/ISSN
978-3-030-75142-5
Collation
xxiv, 415p.:Ill
Series Title
-
Call Number
371.337 Gam
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cover
Distributed Optimization, Game and Learning Algorithms
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Wang,HuiweiLi, HuaqingZhou, Bo

This book provides the fundamental theory of distributed optimization, game and learning. It includes those working directly in optimization,-and also many other issues like time-varying topology, communication delay, equality or inequality constraints,-and random projections. This book is meant for the researcher and engineer who uses distributed optimization, game and learning theory in field…

Edition
1
ISBN/ISSN
978-981-33-4528-7
Collation
xvii, 217p.:Ill
Series Title
-
Call Number
621.317 Wan d
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cover
Design, Learning, and Innovation
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Brooks, Eva IreneBrooks, AnthonySylla, CristinaMøller, Anders Kalsgaard

This book constitutes the refereed post-conference proceedings the 5th EAI International Conference on DLI 2020, Design, Leaning and Innovation, which took place in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 14 revised full papers presented were carefully selected from 40 submissions and are organized in four thematic sessions on: digital technologies and le…

Edition
1
ISBN/ISSN
978-3-030-78448-5
Collation
X, 209p.:Ill
Series Title
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Call Number
371.334 Des
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cover
Trends and Applications of Serious Gaming and Social Media
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Baek, YoungkyunKo, RyanMarsh, Tim

This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will b…

Edition
1
ISBN/ISSN
978-981-4560-26-9
Collation
viii, 186
Series Title
Gaming Media and Social Effects
Call Number
306.487 Tre
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cover
Simulations, Serious Games and Their Applications
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Cai, YiyuGoei, Sui Lin

This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book a…

Edition
1
ISBN/ISSN
978-981-4560-32-0
Collation
x, 258p.: Ill.
Series Title
Gaming Media and Social Effects
Call Number
003.3 Sim
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cover
Hanya dengan modal Rp 5 Jutaan! Merakit Sendiri PC Game Terbaik
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Jularso, Alexander, P.H.Ishami Arie

Edition
-
ISBN/ISSN
-
Collation
iv, 64 hlm
Series Title
-
Call Number
004.028 Jul h

Edition
-
ISBN/ISSN
-
Collation
iv, 64 hlm
Series Title
-
Call Number
004.028 Jul h
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cover
EVALUASI USER EXPERIENCE PADA GAME EFOOTBALL 2022 MOBILE MENGGUNAKAN METODE G…
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Reynaldi, Muhammad Shefa

Games are an entertainment platform, basically games are used to fill empty time but along with the current time, games are a popular activity among young people although usually people play games just to relieve stress, there are still some people who are serious about playing games or participating in competitions. The eFootball 2022 Mobile game or better known as PES (Pro Evolution Soccer) i…

Edition
-
ISBN/ISSN
-
Collation
xiv, 34 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T827602022
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cover
The big book of leadership games
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Deming, Vasudha K

Edition
-
ISBN/ISSN
0-07-143525-5
Collation
xii, 160 p. ; 24 cm
Series Title
-
Call Number
658.403 Dem b

Edition
-
ISBN/ISSN
0-07-143525-5
Collation
xii, 160 p. ; 24 cm
Series Title
-
Call Number
658.403 Dem b
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cover
The big book of leadership games
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Deming, Vasudha K

Edition
-
ISBN/ISSN
0-07-143525-5
Collation
xii, 160 p. ; 24 cm
Series Title
-
Call Number
658.403 Dem b

Edition
-
ISBN/ISSN
0-07-143525-5
Collation
xii, 160 p. ; 24 cm
Series Title
-
Call Number
658.403 Dem b
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cover
CONSTRUCT 2 TUTORIAL GAME ENGINE
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Roedavan Rickman

Edition
-
ISBN/ISSN
978-602-6232-29-8
Collation
viii, 329 hlm
Series Title
-
Call Number
005.5 Roe c

Edition
-
ISBN/ISSN
978-602-6232-29-8
Collation
viii, 329 hlm
Series Title
-
Call Number
005.5 Roe c
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cover
ULTIMATE GAME DESIGN
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Widiyatmoko, JokoRadion, Kristo

Edition
1
ISBN/ISSN
978-979-29-0703-2
Collation
viii + 184 hlm.; 13 x 19 Cm
Series Title
-
Call Number
005.3 Rad u

Edition
1
ISBN/ISSN
978-979-29-0703-2
Collation
viii + 184 hlm.; 13 x 19 Cm
Series Title
-
Call Number
005.3 Rad u
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cover
Membuat Game Dengan Macromedia Flash
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Fl. Sigit SuyantoroWibawanto, Wandah

Edition
1
ISBN/ISSN
979-731-592-4
Collation
xviii, 262 hlm. : ilus. ; 21 cm
Series Title
-
Call Number
005.3 Wib m

Edition
1
ISBN/ISSN
979-731-592-4
Collation
xviii, 262 hlm. : ilus. ; 21 cm
Series Title
-
Call Number
005.3 Wib m
Availability6
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