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Results 1 - 20 of 26  for All Library Resources

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1
Experiences and attitudes of teenage gamers in relation to school results, seen through the eyes of eighth-grade students in Bihor County, during the COVID-19 pandemic: A qualitative study (Gabriel-Constantin NICOLA, , Adrian HATOS)
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Experiences and attitudes of teenage gamers in relation to school results, seen through the eyes of eighth-grade students in Bihor County, during the COVID-19 pandemic: A qualitative study (Gabriel-Constantin NICOLA, , Adrian HATOS)

Innovative Approaches to Contemporary Trends in Education, Volume VI, 2023

ISBN: 3631899661 ;ISBN: 9783631899663 ;EISBN: 9783631901946 ;EISBN: 3631901941 ;OCLC: 1394120258 ;LCCallNum: RC451.4.S7 S783 2023

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2
Audiovisual Translation in Video Games. A Case Study of Mass Effect: Andromeda
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Audiovisual Translation in Video Games. A Case Study of Mass Effect: Andromeda

Translation Today: Audiovisual Translation in Focus, 2019, Vol.17

ISBN: 9783631782804 ;ISBN: 3631782802 ;EISBN: 3631787901 ;EISBN: 9783631787908 ;OCLC: 1099326589 ;LCCallNum: P306.93 .T736 2019

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3
Neurofeedback using video games for attention-deficit/hyperactivity disorder
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Neurofeedback using video games for attention-deficit/hyperactivity disorder

Artificial Intelligence and Big Data Analytics for Smart Healthcare, 2021

ISBN: 0128220600 ;ISBN: 9780128220603 ;EISBN: 9780128220627 ;EISBN: 0128220627 ;DOI: 10.1016/B978-0-12-822060-3.00010-3 ;OCLC: 1280390662 ;LCCallNum: R859.7.A78 A785 2021

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4
Chapter 2 - The Impact of Video Game Play on Human (and Orc) Creativity
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Chapter 2 - The Impact of Video Game Play on Human (and Orc) Creativity

Video Games and Creativity, 2015, p.39-60

2015 Elsevier Inc. ;ISBN: 9780128014622 ;ISBN: 0128014628 ;ISBN: 9780128017050 ;ISBN: 0128017058 ;DOI: 10.1016/B978-0-12-801462-2.00002-3

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5
Chapter 3 - Video Games and Malevolent Creativity: Does One Thing Lead to Another?
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Chapter 3 - Video Games and Malevolent Creativity: Does One Thing Lead to Another?

Video Games and Creativity, 2015, p.61-81

2015 Elsevier Inc. ;ISBN: 9780128014622 ;ISBN: 0128014628 ;ISBN: 9780128017050 ;ISBN: 0128017058 ;DOI: 10.1016/B978-0-12-801462-2.00003-5

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6
Chapter 6 - Content, Collaboration, and Creativity in Virtual Worlds
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Chapter 6 - Content, Collaboration, and Creativity in Virtual Worlds

Video Games and Creativity, 2015, p.119-136

2015 Elsevier Inc. ;ISBN: 9780128014622 ;ISBN: 0128014628 ;ISBN: 9780128017050 ;ISBN: 0128017058 ;DOI: 10.1016/B978-0-12-801462-2.00006-0

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7
Chapter 12 - Patented Creativity: Reflecting on Video Game Patents
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Chapter 12 - Patented Creativity: Reflecting on Video Game Patents

Video Games and Creativity, 2015, p.247-261

2015 Elsevier Inc. ;ISBN: 9780128014622 ;ISBN: 0128014628 ;ISBN: 9780128017050 ;ISBN: 0128017058 ;DOI: 10.1016/B978-0-12-801462-2.00012-6

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8
Chapter 4 - Problem Solving Through “Cheating” in Video Games
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Chapter 4 - Problem Solving Through “Cheating” in Video Games

Video Games and Creativity, 2015, p.83-97

2015 Elsevier Inc. ;ISBN: 9780128014622 ;ISBN: 0128014628 ;ISBN: 9780128017050 ;ISBN: 0128017058 ;DOI: 10.1016/B978-0-12-801462-2.00004-7

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9
Chapter 13 - Tension and Opportunity: Creativity in the Video Gaming Medium
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Chapter 13 - Tension and Opportunity: Creativity in the Video Gaming Medium

Video Games and Creativity, 2015, p.263-284

2015 Elsevier Inc. ;ISBN: 9780128014622 ;ISBN: 0128014628 ;ISBN: 9780128017050 ;ISBN: 0128017058 ;DOI: 10.1016/B978-0-12-801462-2.00013-8

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10
Tension and opportunity: Creativity in the video gaming medium
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Tension and opportunity: Creativity in the video gaming medium

ISBN: 9780128014622 ;ISBN: 0128014628 ;DOI: 10.1016/B978-0-12-801462-2.00013-8

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11
Chapter 7 - Teaching Creativity: Theoretical Models and Applications
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Chapter 7 - Teaching Creativity: Theoretical Models and Applications

Video Games and Creativity, 2015, p.139-158

2015 Elsevier Inc. ;ISBN: 9780128014622 ;ISBN: 0128014628 ;ISBN: 9780128017050 ;ISBN: 0128017058 ;DOI: 10.1016/B978-0-12-801462-2.00007-2

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12
Chapter 1 - Video Games and Creativity
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Chapter 1 - Video Games and Creativity

Video Games and Creativity, 2015, p.3-38

2015 Elsevier Inc. ;ISBN: 9780128014622 ;ISBN: 0128014628 ;ISBN: 9780128017050 ;ISBN: 0128017058 ;DOI: 10.1016/B978-0-12-801462-2.00001-1

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13
New technologies and classroom interaction. Computer-enhanced ludic techniques in language learning (Krzysztof Kotuła)
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New technologies and classroom interaction. Computer-enhanced ludic techniques in language learning (Krzysztof Kotuła)

Insights into Technology Enhanced Language Pedagogy, 2015, Vol.4

ISBN: 3631656696 ;ISBN: 9783631656693 ;EISBN: 9783653049954 ;EISBN: 3653049954 ;DOI: 10.3726/978-3-653-04995-4 ;OCLC: 932321298 ;LCCallNum: PE1128.3 -- .I57 2015eb

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14
Media and Child Development
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Media and Child Development

International Encyclopedia of the Social & Behavioral Sciences, 2015, Vol.15, p.1-10

Second Edition Copyright © 2015 Elsevier Ltd. ;2015 Elsevier Ltd ;ISBN: 9780080970868 ;ISBN: 0080970869 ;ISBN: 9780080970875 ;ISBN: 0080970877 ;EISBN: 9780080970875 ;EISBN: 0080970877 ;DOI: 10.1016/B978-0-08-097086-8.92145-7

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15
Chapter 10 - Game Narrative, Interactive Fiction, and Storytelling: Creating a “Time for Telling” in the Classroom
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Chapter 10 - Game Narrative, Interactive Fiction, and Storytelling: Creating a “Time for Telling” in the Classroom

Video Games and Creativity, 2015, p.199-222

2015 Elsevier Inc. ;ISBN: 9780128014622 ;ISBN: 0128014628 ;ISBN: 9780128017050 ;ISBN: 0128017058 ;DOI: 10.1016/B978-0-12-801462-2.00010-2

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16
Computer Games and Academic Achievement
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Computer Games and Academic Achievement

International Encyclopedia of the Social & Behavioral Sciences, 2015, Vol.4, p.498-503

Second Edition Copyright © 2015 Elsevier Ltd. ;2015 Elsevier Ltd ;ISBN: 9780080970868 ;ISBN: 0080970869 ;ISBN: 9780080970875 ;ISBN: 0080970877 ;EISBN: 9780080970875 ;EISBN: 0080970877 ;DOI: 10.1016/B978-0-08-097086-8.92138-X

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17
From Code to Applications
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From Code to Applications

Connected Code, 2014, p.31

2014 Massachusetts Institute of Technology ;ISBN: 0262027755 ;ISBN: 9780262027755 ;EISBN: 9780262319249 ;EISBN: 0262319241 ;DOI: 10.7551/mitpress/9992.003.0006 ;OCLC: 884478950

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18
From Scratch to Remix
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From Scratch to Remix

Connected Code, 2014, p.73

2014 Massachusetts Institute of Technology ;ISBN: 0262027755 ;ISBN: 9780262027755 ;EISBN: 9780262319249 ;EISBN: 0262319241 ;DOI: 10.7551/mitpress/9992.003.0008 ;OCLC: 884478950

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19
Media Influence on Behavior
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Media Influence on Behavior

Encyclopedia of Human Behavior, 2012, Vol.2, p.571-575

Copyright © 2012 Elsevier, Inc. All rights reserved. ;2012 Elsevier Inc. ;ISBN: 9780123750006 ;ISBN: 0123750008 ;ISBN: 9780080961804 ;ISBN: 0080961800 ;EISBN: 9780080961804 ;EISBN: 0080961800 ;DOI: 10.1016/B978-0-12-375000-6.00386-4 ;OCLC: 778340092 ;LCCallNum: BF31 .E5 2012

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20
How to Solve Problems
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How to Solve Problems

Guesstimation 2. 0, 2012, p.1

2012 Lawrence Weinstein ;ISBN: 9780691150802 ;ISBN: 069115080X ;EISBN: 9781400844661 ;EISBN: 1400844665 ;OCLC: 845246023 ;LCCallNum: QA276.8 -- .W45 2012eb

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