You searched for: it is too soon to try to make a baby again (Engelska - Malajiska)

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it is too soon to try to make a baby again

Malay

 

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Engelska

Malajiska

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Engelska

it is not a sin if you try to make a profit out of the bounty of your lord (by trading during hajj).

Malajiska

tidaklah menjadi salah, kamu mencari limpah kurnia dari tuhan kamu (dengan meneruskan perniagaan ketika mengerjakan haji).

Senast uppdaterad: 2014-07-03
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Engelska

it is they who have given preference to the worldly life over the life to come. they create obstacles in the way that leads to god and try to make it seem crooked. they are in manifest error.

Malajiska

orang-orang yang mengutamakan dunia lebih daripada akhirat, dan menghalangi manusia dari jalan ugama allah, serta menghendaki jalan itu menjadi bengkok terpesong, mereka itulah orang-orang yang terjerumus ke dalam kesesatan yang jauh terpesongnya.

Senast uppdaterad: 2014-07-03
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Engelska

they allowed us to try to make a gourd of glaze by using our own creativity. we all make a lot of shapes like among us, castle, sampan with each other's creativity

Malajiska

mereka membenarkan kami cuba untuk membuat labu sayong dengan mengunakan kreativiti sendiri. kami semua banyak membuat bentuk seperti among us, istana, sampan dengan kreativiti masing masing

Senast uppdaterad: 2022-11-30
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Referens: Anonym

Engelska

try to appreciate how small a person is because trying to make it is not as easy as talking

Malajiska

cubalah untuk menghargai sekecil apapun usaha seseorang kerana berusaha itu tidak semudah bebicara

Senast uppdaterad: 2020-03-15
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Engelska

it is decreed for you: when death approaches one of you, and he leaves wealth, to make a testament in favor of the parents and the relatives, fairly and correctly—a duty upon the righteous.

Malajiska

kamu diwajibkan, apabila seseorang dari kamu hampir mati, jika ia ada meninggalkan harta, (hendaklah ia) membuat wasiat untuk ibu bapa dan kaum kerabat dengan cara yang baik (menurut peraturan ugama), sebagai suatu kewajipan atas orang-orang yang bertaqwa.

Senast uppdaterad: 2014-07-03
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Engelska

tired of regular printing?? want to try something different and look exclusive?? you can try this custom premium printing with herzprint. i want to make a lot of collections. we want to buy even one piece of paper. press link in bio for booking.

Malajiska

dah bosan dengan printing biasa?? nak try something different dan nampak eksklusif?? anda boleh cuba custom premium printing ni dengan herzprint. nak buat collection banyak pun boleh tau. nak beli 1 helai pun kami terima. tekan link di bio untuk tempahan.

Senast uppdaterad: 2022-06-19
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Engelska

(o prophet), whether we make you see a part of the punishment that we have threatened them with come to pass during your life-time, or we take you away before that happens, your duty is no more than to convey the message, and it is for us to make a reckoning.

Malajiska

sama ada kami perlihatkan kepadamu (wahai muhammad) sebahagian dari azab yang kami janjikan untuk mereka (yang ingkar) atau kami wafatkanmu sebelum melihatnya maka tidaklah menjadi hal kerana tanggunganmu hanyalah menyampaikan hukum-hukum yang kami turunkan kepadamu; dan urusan kami menghitung dan membalas amal mereka.

Senast uppdaterad: 2014-07-03
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Engelska

challenges challenges are game tasks or exercises. depending on genre games can have physical, economical, conceptual, tactical, logistic, exploration and logic challenges (adams, 2009). most of the educational exercises are related with the conceptual and logic challenges. the easiest method to implement game like challenges is to design exercises like quizzes that require active interaction and participation (cheong, cheong, & filippou, 2013). when project or problem-based learning is implemented, students can plan and choose between different strategies. some organise physical activities combined with learning tasks for activating students (e.g., mobile learning guided tours) (hansen, 2005). economical challenges can be related with game-like assignments where students collect items for solving exercises. those items can be used in the next assignments (e.g., materials for crafting) (sheldon, 2011). 2.1 resource accumulation accumulating resources: finding, unlocking, collecting and managing limited resources are the core elements of game economical challenges. examples of economical challenges vary from accumulating resources (also points) to achieving balance in ecosystem or taking care of living things (adams, 2009). teachers can provide in-game “currency” for students for certain achievements. later they can change his currency with items that are useful for solving further challenges (like drawing sets or software licenses) (sheldon, 2011). 2.2 creative play creative play is related with the possibility to design game elements from smaller items like weapons and vehicles to entire game words like game levels. in the construction and management game genre main challenges are based on creativity (adams, 2009). creative play is similar to the problem- or project-based learning or to inquiry-based learning where the starting point (problem or idea) is set but the outcome can be different – depending on the selection of content and methods. competition scoreboard fight big boss challenges resource accumulation creative play decision making 7 2.3 decision making making decisions is central part in all game challenges (costikyan, 2002). even shooting games are related with the decisions like run or attack. in the strategy games all challenges are related with decisions. players are forced to make decisions in order to proceed. decision-making is part of the interaction. in some genres decisionmaking is related with moral choices (ethical aspects of the game). researchers have found that games can teach making decision (prensky, 2007) because they generate safe environment for failing. business simulators are classical examples of using games for learning decision-making through authentic tasks (kiili, 2005). games teach to take risks (prensky, 2007). usually, players fail with the mission several times before they reach to the goal. although teachers have access to educational patterns like three bears, mission impossible and mistake (bergin et al., n.d.) that try to reduce the students’ fear towards failure, traditional schools are punishing and discouraging students for failures with negative grades. 2.4 risk risk is a game element that is most difficult to integrate with the course design. risk can be created with the help of uncertainty. uncertainty can be achieved with the help of luck (or chance or randomness). but it can be generated also with the help of hidden information that will be revealed when player takes risk or generated by the action of the opposite player (adams, 2009). at the same time using the luck in educational conditions can teach the chance seeking (bardone, 2012). in the educational conditions risk can be implemented for example in the format of quiz between two students. risk requires reward. some games are heavily based on randomness (e.g., gambling) but players prefer to believe that their achievements are based on skills (adams, 2009) and not on luck. therefore randomness should be used rarely and with caution. in the educational conditions randomness can be used by rolling the dice for selecting the student who has to make a presentation (sheldon, 2011). decision making safe environment moral and ethics challenges interactions uncertainty luck (chance) unknown information opponent’s actions

Malajiska

Senast uppdaterad: 2020-10-18
Användningsfrekvens: 1
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Referens: Anonym
Varning: Innehåller osynlig HTML-formatering

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