Showing 21 - 33 results of 33 for search 'Dead OR Alive (video game)*', query time: 0.08s Refine Results
  1. 21

    Media now : understanding media, culture, and technology / by Straubhaar, Joseph D., LaRose, Robert, Davenport, Lucinda

    Published 2018
    Table of Contents: “…Media and the information age -- The changing media -- Media and society -- The media -- Books -- Print and digital newspapers -- Magazines -- Recorded music -- Radio -- Film and video -- Television -- The Internet -- The third screen: smart phones and tablets -- Video games -- Public relations -- Media issues -- Advertising -- Media uses and impacts -- Media policy and law -- Media ethics -- Global communications media.…”
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    Book
  2. 22

    Representasi Gangguan Mental dalam Permainan “A Space For The Unbound” by Felicia Stevanie

    Published 2025-01-01
    “…Berbagai media mulai mengambil tema ini untuk menyuarakan keberadaan dan pentingnya hal ini, salah satunya adalah video game. “A Space For The Unbound” merupakan permainan yang menyuarakan tentang kepentingan kesehatan mental, dengan membawakan situasi dan kondisi aktual mengenai stigma, kebiasaan masyarakat Indonesia yang dapat memberikan dampak seperti gangguan mental terhadap anak-anak muda dalam jalan ceritanya. …”
    Article
  3. 23

    GC Insights: The <i>Anthro-Pokécene</i> – environmental impacts echoed in the Pokémon world by L. J. Alcott, L. J. Alcott, T. Maavara

    Published 2025-02-01
    “…Here, we show how Pokémon, the largest multimedia franchise worldwide, mirrors public discourse in the video games' narratives with regard to human impacts on environmental change. …”
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    Article
  4. 24

    Desain Media Pembelajaran dengan Model Problem-based Learning dan Gamitifikasi untuk Materi Bangun Ruang Tingkat SMK Berbasis Virtual Rality by Admi Rut Sinana, Herman Tolle, Fitra Abdurrachman Bachtiar

    Published 2022-02-01
    “…In addition, this study also uses a gamification model which is the use of elements in games or video games with the aim of inspiring and motivating students in the learning process so as to help build engagement with the learning process. …”
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    Article
  5. 25

    Penggunaan Internet Dikalangan Siswa SD di Kota Ternate: Suatu Survey, Penerapan Algoritma Clustering dan Validasi DBI by Firman Tempola, Miftah Muhammad, Abdul Mubarak

    Published 2020-12-01
    “…Sedangkan untuk game online, yang aktif dalam bermain game online yaitu 49,41%. …”
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    Article
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    Kajian Strategi Pendidikan Vokasi Bidang Teknologi Informasi dan Komunikasi Menghadapi Bonus Demografi by Faizatul Amalia, Waras Kamdi, R. Machmud Sugandi

    Published 2023-10-01
    “…Untuk mencapai kompetensi siswa SMK TIK dapat dilakukan dengan: penerapan model pembelajaran di kelas seperti problem based learning dan project based learning, penggunaan metode pembelajaran demonstrasi dan discovery learning, penggunaan strategi problem solving, media pembelajaran yang dapat dimanfaatkan berupa e-learning, video, e-modul, software simulation, penggunaan fasilitas yang mumpuni di laboratorium, kurikulum yang disusun mencantumkan prakerin sebagai mata pelajaran yang harus diikuti oleh siswa, penggunaan perangkat pembelajaran melalui LKS berstruktur dan berbasis konstruktivisme, pembangunan sekolah kejuruan berdasarkan konsep corporate school,  kompetensi guru melalui keterampilan pedagogik, sosial dan kepribadian yang dapat mendukung peningkatan motivasi belajar yang nantinya memengaruhi kompetensi siswa, dan pengalaman prakerin dapat meningkatkan kompetensi siswa SMK.   …”
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    Article
  9. 29

    Creative occupations as knowledge practices: Innovation and precarity in the creative economy by Hearn Greg

    Published 2014-06-01
    “…Preliminary research detailed in Cunningham and Higgs (2009) showed that the existing industrial classifications did not incorporate the terminology of the creative industries, nor did they disaggregate new categories of digital work such as video games. However, we discovered that occupational codes provide a much more fine-grained account of work that would enable us to disaggregate and track economic activity that corresponded to creative industries terminology. …”
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    Article
  10. 30

    التكنولوجيا ومناهج تعليم العربية: دراسة في الجامعات الإسلامية والعالمية by Shair Ali Khan, Dr. Nazir Ahmad

    Published 2024-12-01
    “…Moreover, the research identifies key online resources, such as video tutorials, interactive games, and downloadable content, which make learning Arabic accessible and engaging. …”
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    Article
  11. 31

    التكنولوجيا ومناهج تعليم العربية: دراسة في الجامعات الإسلامية والعالمية by Shair Ali Khan, Dr. Nazir Ahmad

    Published 2024-12-01
    “…Moreover, the research identifies key online resources, such as video tutorials, interactive games, and downloadable content, which make learning Arabic accessible and engaging. …”
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    Article
  12. 32

    Tangible digital storytelling and phygital reality: benefits for inclusion and cooperation in young children by Pasqualotto Angela, Filosofi Fabio

    Published 2023-12-01
    “…Gaming and educational opportunities have expanded because of the development of tablets and smartphones. …”
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    Article
  13. 33

    Exploring smartphone utilization patterns, addiction, and associated factors in school-going adolescents: A mixed-method study by Hemangi M. Ladani, M Yogesh, Nidhi S. Trivedi, Rohankumar B. Gandhi, Dhruv Lakkad

    Published 2025-01-01
    “…Addicted users showed higher use for gaming, videos, and social media (P < 0.05). No significant physical or psychological health differences were found between addicted and non-addicted groups. …”
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    Article