Showing 21 - 26 results of 26 for search '"games played"', query time: 0.04s Refine Results
  1. 21

    Zoo U: A Stealth Approach to Social Skills Assessment in Schools by Melissa E. DeRosier, Ashley B. Craig, Rebecca P. Sanchez

    Published 2012-01-01
    “…To ensure the development of an engaging and valid game, we utilized an iterative data-driven validation process in which the game was created, tested, revised based on student performance and feedback, and retested until game play was statistically matched to independent ratings of social skills. …”
    Get full text
    Article
  2. 22

    Leisure activities of young drug users and non-drug users: association with five personality factors by B. O. Bazyma, O. O. Serdiuk

    Published 2023-09-01
    “…Two factors related to computer game playing have also been identified such as “psychopathic gaming behaviour” and “neurotic gaming behaviour”. …”
    Get full text
    Article
  3. 23

    Pengembangan Media Pembelajaran Playing Card Dalam Model Pembelajaran Make a Match Pada Materi Sistem Reproduksi Untuk Melatih Keterampilan Berpikir Kritis Peserta Didik Kelas XI... by Amin Dwi Cahyanti, Rita Nur Rahmawati

    Published 2023-11-01
    “… Keterampilan berpikir kritis dapat dilatihkan dengan menggunakan media pembelajaran  berbasis game playing card dalam model pembelajaran make a match dimana peserta didik dilatih untuk mencari dan memperoleh sendiri jawaban dari sebuah permasalahan yang ada pada kartu tersebut. …”
    Get full text
    Article
  4. 24

    Changes in Internet Activities and Influencing Factors for Problematic Internet Use During the COVID-19 Pandemic in Korean Adolescents: Repeated Cross-Sectional Study by Sol I Kim, Jae-Chan Jin, Seo-Koo Yoo, Doug Hyun Han

    Published 2025-02-01
    “…Regarding changes in internet use behavior, game playing among adolescents decreased after the pandemic compared to before, while watching videos increased. …”
    Get full text
    Article
  5. 25

    Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis by Atsushi Nakagomi, Kazushige Ide, Katsunori Kondo, Koichiro Shiba

    Published 2025-01-01
    “…The exposure variable, digital gaming, was defined as regular video game play and was assessed in 2021. In total, 18 outcomes across 6 domains were evaluated in 2022; domain 1—happiness and life satisfaction, domain 2—physical and mental health, domain 3—meaning and purpose, domain 4—character and virtue, domain 5—close social relationships, and domain 6—health behavior. …”
    Get full text
    Article
  6. 26

    Penerapan Intelligent Geographic Information System untuk Deteksi Kecanduan Game by Anastasya Latubessy, Ahmad Jazuli, Rina Fiati

    Published 2020-12-01
    “…Reviewing this, parents need to be aware of the pattern of children's game play. Previous research has made an application to detect the level of addiction to children's by using one method in the expert system that is backward chaining to identify the symptoms of game addiction. …”
    Get full text
    Article