Academic literature on the topic 'Boar games'

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Journal articles on the topic "Boar games"

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Richter, Jonas. "Höllfahren: Ein Überblick." Das Blatt. Schriftenreihe der deutschen Spielkartengesellschaft Bube Dame König, no. 64 (March 2, 2022): 51–69. https://doi.org/10.5281/zenodo.6323236.

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overview on the history of the card game "Höllfahren" or "in die Höll". Due to a mistake, an earlier draft was published instead of the final version, which can be found here: https://zenodo.org/record/6326752
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Rogerson, Melissa J., and Martin Gibbs. "Finding Time for Tabletop." Games and Culture 13, no. 3 (2016): 280–300. http://dx.doi.org/10.1177/1555412016656324.

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Hobby board gaming is a serious leisure pastime that entails large commitments of time and energy. When serious hobby board gamers become parents, their opportunities for engaging in the pastime are constrained by their new family responsibilities. Based on an ethnographic study of serious hobby board gamers, we investigate how play is constrained by parenting and how serious board gamers with these responsibilities create opportunities to continue to play board games by negotiating the context, time, location, and medium of play. We also examine how these changes influence the enjoyment playe
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Cenci-Goga, Beniamino, Alberto Amicabile, Musafiri Karama, et al. "Effect of Delayed Refrigeration on the Microbial Carcass Contamination of Wild Boars (Sus scrofa)." Animals 11, no. 5 (2021): 1434. http://dx.doi.org/10.3390/ani11051434.

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The immediate refrigeration of meat after slaughter is a key issue for the proper storage and aging of meat. The industry standard cold chain relies on low temperatures and ventilation to lower the internal carcass temperature to 0–4 °C within the first 48 h, i.e., within four times the so-called semi-cooling time. On the other hand, for games, once bled and eviscerated, the carcass must be sent to a point where it can be sectioned or kept on air for maturation at refrigeration temperature. The precautions to observe are few and simple but essential: protect the meat and start the cooling proc
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Taufiq, Ainul Uyuni, Asniati Jabbar, and Zulkarnaim Zulkarnaim. "THE DEVELOPMENT OF LEARNING MEDIA OF PANJAT PINANG BIO BOARD GAMES AT THE CLASS XI OF MA GUPPI SAMATA." Lentera Pendidikan : Jurnal Ilmu Tarbiyah dan Keguruan 24, no. 2 (2021): 169. http://dx.doi.org/10.24252/lp.2021v24n2i1.

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Abstract:This research aimed to: (1) develop learning media of Panjat Pinang Bio Board Games based on circulation system material for class XI of MA GUPPI Samata, (2) determine the level of validity, practicality, and effectiveness of Panjat Pinang Bio Board Games. The research method employed was Research and Development (R & D) with the 4-D development model, namely define, design, develop, and disseminate. The instruments used were validation sheets, educator and student questionnaires, and questions. The population was 24 students of class XI, and six students were selected as samples.
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Jay, Prakash Bhatt Kumar Manish. "Hydroelectric projects and wildlife hunting in Northeast India: A conservation perspective." Journal of Wildlife and Biodiversity 8, no. 3 (2024): 134–48. https://doi.org/10.5281/zenodo.11373223.

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Arunachal Pradesh is one of the most bio-diverse and forested states in India. The state is home to 26 tribal groups and 110 sub-tribes. Traditionally, hunting has been a major part of the tribal communities in Arunachal Pradesh. Hunting is conducted majorly for food, recreation, games, trophies collection and for religious beliefs in the area. In this study, we aimed to collect baseline data on hunting rates and the reasons for hunting through primary surveys conducted in 4 major villages of West Siang district in Arunachal Pradesh. The sampling sites also coincided with the proposed location
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Габрель, Т. М. "РОЗРОБКА НАСТІЛЬНИХ ІГОР ЯК ПРИ-КЛАДНИЙ МЕТОД НАВЧАННЯ ДИЗАЙНУ ВЗАЄМОДІЇ". Вісник ХДАДМ, № 4 (2 листопада 2018): 13–21. https://doi.org/10.5281/zenodo.1476825.

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Background. The rapid development of technologies changes the nature and objectives of artistic and design activities, pushing them away from the craft tasks closer to the realization of the relationship between the object-user system, closer to mastering the methods of design-thinking, synergy of the humanities and mathematical approaches. Therefore, the actual training of designers-specialists involves the cultivation of syncretic thinking, which arises only as a result of the implementation of complex non-deterministic innovation tasks. In the article the author focuses on the development o
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Gatti Junior, Wilian, Emily Marasco, Beaumie Kim, Laleh Behjat, and Marjan Eggermont. "How ChatGPT can inspire and improve serious board game design." International Journal of Serious Games 10, no. 4 (2023): 33–54. http://dx.doi.org/10.17083/ijsg.v10i4.645.

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Designing engaging serious board games that effectively address students' diverse and complex needs presents a significant challenge for educators. As a possible solution, Large Language Models (LLMs) such as ChatGPT can assist educators in designing and evaluating game-based learning experiences. This study explores three primary ways ChatGPT can enhance educators' game design process. Firstly, ChatGPT can assist with brainstorming, suggesting game themes and mechanisms aligned with curriculum and learning goals. Secondly, it can provide templates or exemplars of game components, allowing edu
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Li, Zhiyuan. "The Success and Failure of “Legends of the Three Kingdoms” From the Perspective of Marketing." Journal of Education, Humanities and Social Sciences 27 (March 5, 2024): 349–56. http://dx.doi.org/10.54097/kpe3dg51.

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As people's entertainment methods are increasingly popular and rich, the board games industry is increasingly appreciated by customers. The “Legends of the Three Kingdoms”, which led the development of the industry, is now gradually declining, which is largely attributed to the mistake of the marketing strategy. This essay is based on the literature of the rules of operation of the board games and online games industry as well as the case analysis of “Legends of the Three Kingdoms”, using the 4P marketing theory to analyze the various periods of its development, and to clarify the effectivenes
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d'Astous, Alain, and Karine Gagnon. "An inquiry into the factors that impact on consumer appreciation of a board game." Journal of Consumer Marketing 24, no. 2 (2007): 80–89. http://dx.doi.org/10.1108/07363760710737085.

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PurposeBoard games such as Monopoly and Scrabble enjoy a great deal of popularity among players of all ages. The objective of this study was to identify the characteristics of board games that impact significantly on players' appreciation.Design/methodology/ approachA review of the literature and a qualitative study with players and board game professionals resulted in the identification of seven explanatory factors. A survey was conducted among 169 adult players selected using an area sampling method.FindingsThe survey results revealed that the most important factor in explaining players' app
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Q Grijaldo, Vicky. "Interactive Digital Color Board Game." International Journal of Science and Research (IJSR) 10, no. 11 (2021): 831–35. https://doi.org/10.21275/sr211110181012.

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Dissertations / Theses on the topic "Boar games"

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Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board game
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Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

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This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer c
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Sareh, Narges. "Effects of Gender and Type of Board Game on 4-year-olds Engagement in Board Games." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/3033.

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Rudvi, Emil. "Digital Game Mechanics : to create an analog board game prototype." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3282.

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Analog games misses a lot of quick games in terms of game time and play time in the FPS genre. This genre often takes more time to play in an analog game. Could the game play become quicker by examining the different game mechanics in order to give the players a smoother game play by a reduction of downtime. Game mechanics that could be found in a digital FPS game such as Doom III, were converted to a prototype. These digital gameplay mechanics were converted so that an analog game could be played simultaneously. These game mechanics decrease the game time and down time in a way that a game us
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Bränström, Niclas. "Minimalist design for children’s games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22638.

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The aim of this report is to see whether the graphic design of a game influences children’s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children’s wish to play the game or is the game mechanic all that matters. The final results concluded that although the graphic design plays a part in the children’s willingness to play the game the game mechanics are by far the biggest factor in whether children will play the game or not.
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Horta, Miguel Ângelo Dias. "Robot plays board games with human." Master's thesis, Universidade de Aveiro, 2018. http://hdl.handle.net/10773/23800.

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mestrado em Engenharia Eletrónica e Telecomunicações<br>O campo da robótica tem-se desenvolvido a um ritmo impressionante. O dia em que os robôs serão uma constante dentro da sociedade está mais perto do que nunca. No entanto, na cultura popular os robôs ainda são vistos como uma ameaça, desconsiderando os seus benefícios. Este medo irracional precisa de ser desmistificado. Uma das opções para melhorar a perceção da humanidade em relação aos robôs, pode basear-se na disseminação de robôs de entretenimento. Este tipo de robôs, que ´e desenvolvido com o único objetivo de trazer felicidad
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Upadhyay, Indrima. "ANALYSIS OF Q- LEARNING BASED GAME PLAYING AGENTS FOR ABSTRACT BOARD GAMES WITH INCREASING STATE-SPACE COMPLEXITY." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1627681408588176.

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Keuling, Oliver. "Managing wild boar - Considerations for wild boar management based on game biology data." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-38928.

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Objectives To prevent economic problems by high wild boar populations, an effective and biologically based wild boar management has to be established. A lot of wild boar research has been done in the last decades. However, game managers were not able to incorporate this knowledge into the development of effective management strategies. Thus, furthermore studies have to be accomplished to expand wild boar science and management. This thesis, based on a radiotelemetric study in southwestern Mecklenburg–Western Pomerania, presents research results on wild boar space use patterns, dispersal, group
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Pujol, Nicolau Gaspar. "Traditional Cosmological Symbolism in Ancient Board Games." Doctoral thesis, Universitat Internacional de Catalunya, 2009. http://hdl.handle.net/10803/387431.

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Aquest treball d'investigació analitza una selecció dels jocs de tauler més antics coneguts, trobant-hi els elements simbòlics clau del simbolisme cosmològic tradicional. Els jocs són part del patró estructural universal (com la dança o l'art) i apareixen a totes les cultures al llarg del temps. En ells hi podem veure reflexades les creences, valors i cosmovisió dels pobles que hi jugaven. Per això els jocs de tauler antics tenen un valor simbòlic i gnoseològic (que complementa el seu ús més lúdic i pragmàtic). Aquest valor, com hem vist al llarg de la recerca, es basa en la cosmologia tradic
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Mangolas, Athanassios Anastassios. "An Ada library for positional board games." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06082009-171004/.

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Books on the topic "Boar games"

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Voogt, Alexander J. de. A question of excellence: A century of African masters. Africa World Press, 2005.

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Scarpone, Desi. Board games. 2nd ed. Schiffer Pub., 2004.

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Dubowski, Cathy East. Board games. HarperEntertainment, 2004.

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Voogt, Alexander J. de. Limits of the mind: Towards a characterisation of Bao mastership. Research School CNWS, 1995.

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Jama, Jama Musse. Layli goobalay: Variante somala de "gioco nazionale africano". Ponte Invisibile, 2002.

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Kovach, Roger P. Oware!, "the national game of Africa": A winning numbers game. Sapient Software, 1995.

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Russ, Laurence. The complete mancala games book: How to play the world's oldest board games. Marlowe & Co., 2000.

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Voogt, Alexander J. de. Mancala board games. British Museum Press, 1997.

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Foundation, Atma Vidya Educational, ed. Educational board games. Sangam Books, 1997.

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Scarpone, Desi. More board games. Schiffer Pub., 2000.

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Book chapters on the topic "Boar games"

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Paliwal, Shivangi, Patrick Gannon, Ethan Lauricella, Kyle E. Riddett, Fazleena Badurdeen, and Anthony Elam. "Spaceship Earth: A Sustainable Manufacturing Game." In Lecture Notes in Mechanical Engineering. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-77429-4_95.

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AbstractDeveloping an educational game about sustainable manufacturing can be an effective way to teach people about the importance of sustainable practices in the manufacturing industry. Through educational sustainable manufacturing games, users can learn about the impact of sustainable manufacturing on the environment, along with strategies and techniques that can be used to reduce waste and methods of sustainable production. A minimal number of articles have focused on board game development for sustainable manufacturing, and of the few, most focused on educational simulation of machines/sy
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Millington, Ian. "Board Games." In AI for Games. CRC Press, 2019. http://dx.doi.org/10.1201/9781351053303-9.

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Hurley, Susan, and Monica Phelps-Pineda. "Board games and video games." In Creativity in Counseling Children and Adolescents. Routledge, 2023. http://dx.doi.org/10.4324/9781315213767-10.

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Sousa, Micael. "Gamifying Serious Games: Modding Modern Board Games to Teach Game Potentials." In Gaming, Simulation and Innovations: Challenges and Opportunities. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-09959-5_21.

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Kim, Jon-Lark. "1258 Board Game." In Mathematicians Playing Games. A K Peters/CRC Press, 2023. http://dx.doi.org/10.1201/9781003268024-11.

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Gnecco, Giorgio, Chiara Battaglini, Francesco Biancalani, Davide Bottari, Antonio Camurri, and Barbara Leporini. "Increasing Accessibility of Online Board Games to Visually Impaired People via Machine Learning and Textual/Audio Feedback: The Case of “Quantik”." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-55722-4_12.

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AbstractPlaying board games is commonly recognized as an effective way to promote the integration and socialization of their participants. However, visually impaired people may encounter accessibility issues when playing online versions of board games, for instance, because such versions may have been designed having initially sighted people in mind. Given this premise, the aim of this work is to design an interface aimed to help visually impaired people play board games online, via an improved interaction with a normal or touch screen. This goal is achieved by means of automatic recognition o
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Adare-Tasiwoopa Ápi, Sierra, and Nathan K. Silva. "Tabletop Board Games and Card Games." In Gamification in Higher Education. Routledge, 2023. http://dx.doi.org/10.4324/9781003444954-17.

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Stephenson, Matthew, Dennis J. N. J. Soemers, Éric Piette, and Cameron Browne. "Measuring Board Game Distance." In Computers and Games. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-34017-8_11.

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Horspool, R. Nigel, and Nikolai Tillmann. "Game Board." In TouchDevelop: Programming on the Go. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-6137-7_9.

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Masukawa, Koichi. "The Origins of Board Games and Ancient Game Boards." In Simulation and Gaming in the Network Society. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0575-6_1.

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Conference papers on the topic "Boar games"

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Goodman, James, Diego Perez-Liebana, and Simon Lucas. "Skill Depth in Tabletop Board Games." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645624.

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Zhang, Andrew, and Steve Zhang. "Influence of Perspectives on Human Player Decisions in Board Games Online." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645660.

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Nguyen, Dien, Joshua Kritz, Raluca D. Gaina, and Diego Perez-Liebana. "Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645644.

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Oberoi, Sharad, Susan Finger, and Eric Rosé. "Online Implementation of the Delta Design Game for Analyzing Collaborative Team Practices." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13319.

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Over the past four years the authors have developed an online version of the Delta Design game, a board game which was developed by Bucciarelli (1) to teach students design collaboration skills. In the online version, players move tiles on a shared virtual board and communicate only through text chat. In addition, the objective functions are computed automatically each time a tile is moved, so the focus of the game changes from rapid number-crunching to negotiation. Since every state of the board, along with micro-level team performance and chat data, are captured, the resulting corpus from 38
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Peteley, Attila, Adrian Nita, Hunor-Flaviu Crisan, Vasile Mara, and Lorant Balint-Balint. "THE DOUBLE SIDED IMPACT OF BEAR WATCHING IN THE GIURGEU BASIN, ROMANIA." In 22nd SGEM International Multidisciplinary Scientific GeoConference 2022. STEF92 Technology, 2022. http://dx.doi.org/10.5593/sgem2022/5.1/s20.059.

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Sustainability within a region is achieved by providing a variety of services regarding the tourism products within an area. The Giurgeu basin in order to be able to sustain its values, needs to offer a wide variety of services that attract and increase the overnight stay of tourists. The services needed to be diversified with the beginning of the pandemic season of 2020 - 2022. These services existed before, but during the pandemic period, where the tourism suffered the most, it became evident that the entrepreneurs needed to find other means of attracting people. For more than two years the
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Ungureanu, Teodora, and Maria Mandea. "URBAN GAMES IN PANDEMIC TIMES." In eLSE 2021. ADL Romania, 2021. http://dx.doi.org/10.12753/2066-026x-21-074.

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The Covid 19 pandemic crisis has restarted the debate on how can we use the urban space as citizens in a safe and caring way. This research presents our explorations in human-scale board-games developed during the second part of 2020. Not only we had to rethink the rules of the games to cope with the current pandemic situation and create a safe environment for the players, but also the concepts played in the games started to have a deeper understanding of processes that create or are created by the urban environment. The two games are `far to close` developed within LIFE LONG BURNING 2020, at
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Scher, Steven, Ryan Crabb, and James Davis. "Making real games virtual: Tracking board game pieces." In 2008 19th International Conference on Pattern Recognition (ICPR). IEEE, 2008. http://dx.doi.org/10.1109/icpr.2008.4761307.

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Szabo, Katalin, and Bela Szabo. "ARGUMENTS FOR THE PEDAGOGICAL USE OF BOARD GAME IN ELEMENTARY SCHOOL." In 9th SWS International Scientific Conferences on SOCIAL SCIENCES - ISCSS 2022. SGEM WORLD SCIENCE, 2022. http://dx.doi.org/10.35603/sws.iscss.2022/s08.078.

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The study provides an overview of the pedagogical role of board games. In every section of it argues for the importance and role of them: in the first part it presents a short historical overview by offering evidences and examples of how they were used in different eras, starting from a couple of thousand years B. C. Another part of the article deals with the development of game theories and the perception of using board games for pedagogical aim. As it concludes from this section, these thoughts and ideas are also well routed in the existence of humanity. The study also shows how board games
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Liu, Tianyu, Zijie Zheng, Hongchang Li, Kaigui Bian, and Lingyang Song. "Playing Card-Based RTS Games with Deep Reinforcement Learning." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/631.

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Game AI is of great importance as games are simulations of reality. Recent research on game AI has shown much progress in various kinds of games, such as console games, board games and MOBA games. However, the exploration in RTS games remains a challenge for their huge state space, imperfect information, sparse rewards and various strategies. Besides, the typical card-based RTS games have complex card features and are still lacking solutions. We present a deep model SEAT (selection-attention) to play card-based RTS games. The SEAT model includes two parts, a selection part for card choice and
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Reis Vieira Santos Rauta, Caroline, Isabela Reinhold, and Maria Tereza de Almeida Wippel. "“O caminho delas”: jogos desplugados para fomentar o pensamento computacional entre meninas." In Computer on the Beach. Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p329-334.

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Games can be a valuble tool for the teaching and learningprocess.This project aimed to develop board games based oncomputational thinking for girls between 8 and 11 years-old. Theunplugged approach was adopted in order to include students thatdo not have access to computers os the internet. Board games arealso easily replicable by teachers all over Brazil who desire toteach the pillars of computational thinking in their classrooms,meeting the 5th general competency pointed at Based NacionalComum Curricular (BNCC). A game was developed using onlinedesign tool Canva'for Education version. They w
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Reports on the topic "Boar games"

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Dimitriou, Panagiotis. CARTEL: a board game for teaching game theory. The Economics Network, 2018. http://dx.doi.org/10.53593/n3132a.

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Lee, Shaun. How educational board games can make learning genetics fun. Edited by Shahirah Hamid. Monash University, 2024. http://dx.doi.org/10.54377/cac9-44e7.

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Williams, Thomas. Cell Biology Board Game: Cell Survival Drive. University of Dundee, 2023. http://dx.doi.org/10.20933/100001276.

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When dangers strike a cell, they are detected by sensors. Sensors tell messengers about the danger. Messengers tell the organiser. The organiser plans the cell defence, using responders and recyclers. Researchers in the MRC-PPU are figuring out how these different parts interact with each other.
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Williams, Thomas. Cell Biology Board Game: Cell Survival (Home Version). University of Dundee, 2022. http://dx.doi.org/10.20933/100001271.

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Williams, Thomas. Cell Biology Board Game: Cell Survival (School Version). University of Dundee, 2022. http://dx.doi.org/10.20933/100001270.

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Cells are the smallest units of life. The environment around cells is always changing. Cells need to adapt to survive. This curriculum linked game and lesson plan introduces the world of cells to pupils 8-13. But can they keep their cells alive? This is a guide to how the cell survival resources can be used in a lesson and can be adapted as the teacher sees fit to do so. This lesson is aimed at 8-13 year olds, and fits into an hour long session. The Cell Survival Game has been adapted for both home use and for use in the classroom, and is accompanied by a series of videos. Learning Outcomes –
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Williams, Thomas. Cell Biology Board Game: Cell Life Cycle Top Trumps. University of Dundee, 2023. http://dx.doi.org/10.20933/100001277.

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All living things from whole people to single cells and even viruses have life cycles. Explore the weird and wonderful world of life cycles at the level of the cell in this top trumps inspired game. Print and cut out the cards, then play anywhere you want!
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Levy, Vicki. Gaming Research: Perceptions of the Impact of Board Game Playing. AARP Research, 2023. http://dx.doi.org/10.26419/res.00731.001.

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Knutsson, Klara, Ella Southin, Philippa Wan, et al. Healthy Plants – How to Grow You Own Crops Quiz. University of Dundee, 2025. https://doi.org/10.20933/100001409.

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Healthy Plants – How to Grow You Own Crops Quiz was created by BARIToNE funded PhD students as part of their public engagement training programme with the activities presented at Plant Power 2025. The game is designed for upper primary aged children. Kids will journey through the life of a plant—from seed to harvest—by answering fun, quiz-style questions. The game board features a path of hexagonal tiles representing plant growth stages, with three levels of difficulty: lettuce, tomato, and barley. Players use veggie counters and answer questions to help their plant thrive (move forward), stag
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Bermann, M., and J. P. VanDevender. Prosperity Games prototyping with the board of governors of the Electronic Industries Association, January 20--21, 1994. Office of Scientific and Technical Information (OSTI), 1994. http://dx.doi.org/10.2172/10176045.

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Alexander, Karin, Ludovico Alcorta, Cecília Robertson dos Santos, Cathy Shutt, and Alex Shankland. Succeeding in the Snakes and Ladders Game of Development in Mozambique: The Role of Collaborative Approaches. Institute of Development Studies, 2025. https://doi.org/10.19088/ids.2025.045.

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The existing wisdom on efforts to promote accountability highlights the importance of ‘thinking and working politically’ (TWP) and moving from confrontational to collaborative approaches. This is particularly relevant given current trends, including closing civic space and the decline in international development cooperation funding for service delivery and accountability work. This report explores the innovative use of the board game Snakes and Ladders as a heuristic tool to analyse and encourage collaboration in Mozambique’s health sector. Drawing on the POTENCIAR programme, a UK aid-funded
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