[PDF][PDF] Game as a platform for fun online class
M Fauzi, A Chaniago, A Budiman - … and Advanced Society 5.0 in a …, 2022 - library.oapen.org
Online learning is being widely used during the COVID-19 pandemic. Many online
applications serve as a medium for online learning. However, each of it has a level of …
applications serve as a medium for online learning. However, each of it has a level of …
[HTML][HTML] Linja: A mobile application based on Minimax Strategy and game theory
MJ Suárez-Barón, HJ Rincón-Díaz… - Revista Facultad de …, 2022 - scielo.org.co
This article presents an application of Minimax strategy and game theory to implement the
Linja mobile game. This game theory strategy applies collaborative learning to determine …
Linja mobile game. This game theory strategy applies collaborative learning to determine …
An Analysis of the Impact of Multiplayer Online Battle Arena (MOBA) Games toward Listening Comprehension
GB Geroda - Pendas Mahakam: Jurnal Pendidikan dan …, 2021 - jurnal.fkip-uwgm.ac.id
The user of online games in this world has increased rapidly year by year. The last data has
shown that there are 699 million active users around the world. Indonesia is become one of …
shown that there are 699 million active users around the world. Indonesia is become one of …
Pengaruh Penggunaan Game Online Terhadap Generasi Muda Society 5.0
CY Hazizah, AN Handayani - Jurnal Inovasi Teknologi dan …, 2022 - journal3.um.ac.id
Artikel ini membahas tentang pengaruh game online pada generasi muda di Society 5.0.
Artikel ini menjelaskan tentang pengertian game online, pemahaman generasi muda di era …
Artikel ini menjelaskan tentang pengertian game online, pemahaman generasi muda di era …