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Found 108 from your keywords: subject="game"
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PENGEMBANGAN GAME EDUKASI DIGITAL BERBASIS STEM MATERI ZAT DAN PERUBAHANNYA U…
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Maharani, Melinda

Pengembangan game edukasi digital berbasis STEM untuk jenjang SMK telah dilakukan dan diterapkan untuk pembelajaran zat dan perubahannya di SMKN 1 Air Kumbang, Banyuasin, Sumatera Selatan. Pengembangan dilakukan dengan menggunakan model ADDIE (analysis, design, development, implementation, dan evaluation). Data dikumpulkan melalui studi dokumentasi, angket, dan tes. Hasil expert review yang mel…

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ISBN/ISSN
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Collation
ix, 74 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1912722025
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PENGEMBANGAN GAME MULTIPLAYER GUNTING BATU KERTAS BERBASIS DETEKSI GERAKAN TA…
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Rabain, Muhammad Marwan Ibni

In the era of computer vision and machine learning advancement, the integration of gesture recognition technology in interactive gaming continues to evolve. This study aims to develop a multiplayer rock-paper-scissors game based on hand gesture detection using MediaPipe and real-time communication with Socket.IO. The MediaPipe Hands model is utilized to detect and classify hand gestures, while …

Edition
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ISBN/ISSN
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Collation
xv, 98 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1897352025
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cover
PENERAPAN RETRIEVAL-BASED VOICE CONVERSION UNTUK MEMBANGUN ASET SUARA KARAKTE…
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Kurniawan, Hafiz

Audio in video games plays a crucial role in creating an immersive and engaging gaming experience. However, indie game developers often face resource constraints, particularly in producing high-quality character voices. Voice cloning technology based on Retrieval-based Voice Conversion (RVC) offers an innovative solution by enabling accurate voice replication and transformation using minimal da…

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ISBN/ISSN
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Collation
xvi, 66 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1630482024
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cover
PERBANDINGAN TF-IDF DAN WORD2VEC UNTUK ANALISIS SENTIMEN MENGGUNAKAN SUPPORT …
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Angreini, Cindy

Sentiment analysis is a branch of Natural Language Processing (NLP) used to determine public opinions on specific topics as positive, negative, or neutral. This study aims to compare the performance of two feature extraction methods across three scenarios: TF-IDF, Word2Vec-CBOW, and Word2Vec-skipgram. The dataset utilized consists of comments from the Instagram platform @magangmerdeka regarding…

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ISBN/ISSN
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Collation
xvi, 66 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1627812024
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cover
RANCANGAN DAN IMPLEMENTASI ALGORITMA PROBABILISTIC FINITE STATE MACHINE PADA …
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Akbar, Muhammad Briliant

Artificial intelligence in video games plays an important role in managing the behavior of non-player characters (NPC) to make them appear dynamic and unpredictable. One method often used is the Finite State Machine (FSM), but this method has limitations because the transitions between states are deterministic and not varied. This study aims to design and implement a Probabilistic Finite State …

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ISBN/ISSN
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Collation
xv, 134 hlm.; ilus.; tab.; 29 cm
Series Title
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Call Number
T1897962025
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EVALUASI USABILITY SERTA TINGKAT PENGALAMAN DAN KEPUASAN PEMAIN PADA GAME MOB…
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Hikmah F.D.R, Lailatul

The rapid development of digital technology has a significant impact on the entertainment industry, especially on mobile games. Evaluation is needed to ensure usability, experience, and player satisfaction. The rapid increase in the mobile game industry makes evaluating these aspects important to ensure that games are not only attractive from the virtual, but also provide an optimal playing exp…

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ISBN/ISSN
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Collation
xiv, 46 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1630192024
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cover
PENGEMBANGAN GAME PLATFORMER PADA PLATFORM ROBLOX MENGGUNAKAN METODE GAME DEV…
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Ramadhiyansa, Muhammad Alfarizi

The rapid growth of the global game industry has positioned Roblox as a popular creative ecosystem platform; however, game development within it requires a structured approach to ensure gameplay quality. This study aims to develop a mountain climbing-themed platformer game on the Roblox platform by applying the Game Development Life Cycle (GDLC) method and measuring the quality of its user expe…

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ISBN/ISSN
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Collation
xvi, 92 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1895622025
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cover
PENGARUH DURASI BERMAIN GAME MOBILE TERHADAP RISIKO DE QUERVAIN’S SYNDROME …
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Prakoso, Herlambang Yudho

Background: De Quervain’s Syndrome (DQS) is an inflammatory condition of the tendons controlling thumb movement, often caused by overuse and repetitive activities, such as mobile gaming. With the increasing use of smartphones, this study aims to identify the impact of mobile gaming duration on the risk of DQS among medical students at the Faculty of Medicine, Sriwijaya University. Methods: Th…

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ISBN/ISSN
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xv, 81 hlm.; ilus.; tab, 29 cm
Series Title
-
Call Number
T1885082025
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GAME TEBAK NAMA GAMBAR BAHASA INGGRIS MENGGUNAKAN LINEAR CONGRUENT METHOD DAN…
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Reyhantama, Anggra Naufal

Teknologi seluler dan komputer telah menjadikan permainan digital sebagai alat hiburan yang menyenangkan dan alat bantu pembelajaran yang efektif, terutama dalam merancang dan mengembangkan video game pendidikan. Pengintegrasian konten pendidikan atau prinsip pembelajaran ke dalam permainan bertujuan untuk melibatkan siswa dalam pembelajaran. Permainan yang diusulkan yaitu permainan tebak gamba…

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ISBN/ISSN
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xvii, 82 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1596862024
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cover
A Collection of Surveys on Market Experiments
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Noussair, Charles NTucker, Steven

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Edition
1
ISBN/ISSN
978-1-118-79071-7
Collation
, 241p.;ill.;25cm
Series Title
-
Call Number
332.041 Col c
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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…

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ISBN/ISSN
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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

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

Edition
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ISBN/ISSN
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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…

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ISBN/ISSN
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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…

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ISBN/ISSN
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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…

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ISBN/ISSN
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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…

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ISBN/ISSN
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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…

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ISBN/ISSN
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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 …

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ISBN/ISSN
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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
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ISBN/ISSN
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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…

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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…

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ISBN/ISSN
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Collation
xiii, 56 hlm.; ilus.; tab.; 29 cm.
Series Title
-
Call Number
T1643782024
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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. …

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-
ISBN/ISSN
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Collation
xvii, 69 hlm.; ilus.; 29 cm
Series Title
-
Call Number
T1404822024
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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…

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-
ISBN/ISSN
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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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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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