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  2. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's evolved desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [32]

  4. Artificial intelligence in video games - Wikipedia

    en.wikipedia.org/wiki/Artificial_intelligence_in...

    Game playing was an area of research in AI from its inception. One of the first examples of AI is the computerized game of Nim made in 1951 and published in 1952. Despite being advanced technology in the year it was made, 20 years before Pong, the game took the form of a relatively small box and was able to regularly win games even against highly skilled players of the game. [1]

  5. Experiential learning - Wikipedia

    en.wikipedia.org/wiki/Experiential_learning

    Experiential learning can occur without a teacher and relates solely to the meaning-making process of the individual's direct experience. However, though the gaining of knowledge is an inherent process that occurs naturally, a genuine learning experience requires certain elements. [6]

  6. Problem-based learning - Wikipedia

    en.wikipedia.org/wiki/Problem-based_learning

    Since the students are self-motivated, good teamwork, self-directed learning etc. the teachers who have worked in both traditional and project based learning formats prefer project based learning. [29] They also feel that problem-based learning is more nurturing, significant curriculum and beneficial to the cognitive growth of the student. [26]

  7. Culture of Indonesia - Wikipedia

    en.wikipedia.org/wiki/Culture_of_Indonesia

    The culture of Indonesia (Indonesian: Budaya Indonesia) has been shaped by the interplay of indigenous customs and diverse foreign influences. With over 600 distinct ethnic groups , including significant Austronesian and Melanesian cultures, contributing to its rich traditions, languages , and customs, Indonesia is a melting pot of diversity.

  8. Majapahit - Wikipedia

    en.wikipedia.org/wiki/Majapahit

    Learning this diplomatic manoeuvre, immediately King Hayam Wuruk sent an envoy to Nanking, convinced the emperor that Malayu was their vassal, and was not an independent country. [10] Subsequently, in 1377, [ note 7 ] a few years after the death of Gajah Mada, Majapahit sent a punitive naval attack against a rebellion in Palembang, [ 11 ] : 19 ...

  9. Srivijaya - Wikipedia

    en.wikipedia.org/wiki/Srivijaya

    Map of the expansion of the Srivijaya empire, beginning in Palembang in the 7th century, then extending to most of Sumatra, then expanding to Java, Riau Islands, Bangka Belitung, Singapore, Malay Peninsula (also known as: Kra Peninsula), Thailand, Cambodia, South Vietnam, Kalimantan, Sarawak, Brunei, Sabah, and ended as the Kingdom of Dharmasraya in Jambi in the 13th century.